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Corrupted Jormungandr — Mythological Miniatures STL miniature by Clay Cyanide

Corrupted Jormungandr

Mythological Miniatures
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community389 views · 15 likes

Corrupted Jormungandr — The Encounter

The World-Girdling Serpent, Venom of the Encircling Sea · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Corrupted Jormungandr

Of the great serpent that girdles the world, the eddas speak in hushed dread: cast into the encircling sea while still small, it grew until its body ringed all lands and its jaws closed upon its own tail. Sailors name it the Venom-Wyrm, for the waters it swims through curdle and the fish float belly-up in its wake. Where it surfaces, storms follow; where it dives, whirlpools swallow ships whole. The corruption upon its scales is no disease but its very nature — a creature born to be the world's ending, biding in the black trenches until the day the sea itself rises. Skalds warn that to strike it is to wake it, and to wake it fully is to call down the drowning of all things. Those who have glimpsed its coil and lived speak only of a green light beneath the waves, vast and patient, and the smell of poison on the wind.

Run Corrupted Jormungandr in Sixty Seconds

Corrupted Jormungandr

Gargantuan monstrosity, chaotic evil

CR 11 · 7,200 XP · GUIDELINE
AC 18 (barnacled scale) HP 207 (18d12+90) Speed 40 ft., swim 60 ft.
STR24+7
DEX12+1
CON20+5
INT7-2
WIS14+2
CHA13+1
SavesCon +9, Wis +6
SkillsPerception +6, Stealth +5
Resistcold; bludgeoning, piercing, and slashing from nonmagical attacks
Immpoison; poisoned
Sensesblindsight 30 ft., darkvision 120 ft., passive Perception 16
Languagesunderstands Giant but speaks only in a drowning hiss

Venom Aura. The serpent exhales a corrupting haze. At the start of each of the serpent's turns, every creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) poison damage. This is the signature dread of the World Serpent: it poisons the very air it coils through.

Constrictor. A creature grappled by the serpent (escape DC 17) is also restrained, and the serpent can move at full speed while dragging it. The serpent can grapple two creatures at once.

Actions

Multiattack. The serpent makes one Bite attack and one Tail Slam attack. It can replace the Bite with a Constrict against a creature it has not yet grappled.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 10 (3d6) poison damage.

Tail Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one Large or smaller creature. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 17) and restrained per Constrictor.

Bonus Actions & Reactions

Tightening Coil. When a creature the serpent is grappling tries to escape or attacks the serpent, the serpent can squeeze: that creature takes 9 (2d8) bludgeoning damage.

Legendary Actions (3/Round)

Lash. The serpent makes one Tail Slam attack.

Drag Under (Costs 2 Actions). The serpent moves up to its swim speed without provoking opportunity attacks, dragging any creature it has grappled with it. If it ends this move in water, each dragged creature must succeed on a DC 16 Strength saving throw or begin drowning.

Spew Brine (Costs 2 Actions). The serpent vomits a 20-foot cone of corrupted seawater. Each creature in the cone makes a DC 16 Constitution saving throw, taking 14 (4d6) poison damage on a failure, or half as much on a success.

A gargantuan ocean serpent rears from its own coils, green-gold scales slick with brine and rot, its frilled draconic head splitting into a venom-dripping maw. This is the World Serpent of the deep, so vast it is said to encircle the lands and bite its own tail.

Corrupted Jormungandr, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 124 (scaled ×0.6) Speed 40 ft., swim 60 ft.
STR24+7
DEX12+1
CON20+5
INT7-2
WIS14+2
CHA13+1

Wake of Rot (signature). Difficult terrain caused by water or muck does not slow the brine-spawn, and it has advantage on saving throws against being poisoned.

Actions

Fanged Coil. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage.

Reactions

Whipback. When a creature within 5 feet hits the brine-spawn, it can lash its tail, dealing 7 (2d6) bludgeoning damage to that creature.

A lesser serpent calved from the World-Wyrm's molt, smaller but no less venomous, slithering ahead to herald the great coil's rise.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP8d10 (44) To-hit+4Save DC13

Open by surfacing into the cluster and using Venom Aura to grind down anyone who crowds it; melee parties WILL crowd it. Constrict the squishiest caster first and drag them to the back. At this tier run it as a flooded-cave centerpiece with a couple of Brine-Spawn add-ons rather than a true boss.

Tier 2Levels 5-10 · GUIDELINE
AC16HP13d12+39 (123) To-hit+7Save DC15

Lead with Constrict on the front-liner, then bite the healer — grappled, restrained, and dragged toward water. Use Venom Aura to punish melee stacking; force them to spread out. Pairs well below its native tier as the muscle behind a sea-witch or coastal cultist.

Tier 3Levels 11-15 · NATIVE
AC18HP18d12+90 (207) To-hit+9Save DC16

Run it solo: open with Spew Brine into the cluster, then Constrict + Bite the lowest-AC target. Kill-priority is anyone who can break a grapple from range (counterspell, teleport, dispel) — Drag Under removes them into drowning water. When bloodied, lean on legendary Lash + Tightening Coil to keep two PCs pinned while it dives between turns.

Put Corrupted Jormungandr on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Corrupted Jormungandr?

Its native sheet is CR 11 (7,200 XP), a Tier 3 (levels 11-15) centerpiece. As a genuine solo boss it carries legendary actions, so it plays up a band — treat it as a full-party threat. Scaled stat lines for Tier 1 and Tier 2 are provided if you want it as a lesser flooded-cave horror.

Can Corrupted Jormungandr be a companion or ally?

The World Serpent itself is far too vast and malign to bind, but its molt-calf, the Brine-Spawn, can be loosed alongside a party or sea-cult — a poison-fanged coil (AC 14, 124 HP) that ignores watery terrain and lashes back at attackers.

How do I keep the grapple-and-drown loop from feeling unfair?

Telegraph it. Describe the coils tightening and the water rising before the first Drag Under, and make sure at least one drowning save and one escape DC check happen in the open. Give grappled PCs a clear out — an ally can attack the coil, and breaking line to water buys a turn. The serpent is meant to feel inevitable, not cheap.

Tell Us How It Ran

Played Corrupted Jormungandr at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included