AW | Jormungandr
?? STR (??), ?? DEX (??), ?? CON (??), 28 int (+9), 22 wis (+6), 42 cha (+6d12+4d6)
Central Fiction - Jormungandr's true body exists between the Present Tense conduit that exists between the Last Star and the physical world, anchoring to a state of physical existence not dependant on conventional Forgotten mechanics. Conventional interaction with it is only possible through projections, such as Voices or Organs, as well as its Domain and related manifestations. The conduit is treated as an extension of Jormungandr's domain, and as such it can be contested by domain mechanics if performed in Contra Motion. Successfully destroying or cancelling Central Fiction will force Jormungandr's true body to dissolve and its consciousness to manifest in a Voice, whom inherits attributes relative to that Voice's relative adjacency to the host. Reviving the true body is possible by reconstructing the related conduit, but only the Last Star itself can do this.
Fantasia of the Night - Jormungandr innately manifests in worlds whom have been abandoned by the natural light of stars or worlds whom are touched by the Last Star. Those worlds begin to terramorph into an organ of Jormungandr, usually by turning all non-warded matter into ice, over the course of time approximate to the strength of her manifestation. Once a world has been entirely consumed it "descends to darkness" and joins with Jormungandr's fictional body. This effect constitutes as a Contra Motion domain and can be contested by comparable bodies.
COMBAT -
PRIME EYE OF JORMUNGANDR
Immune to magic, magic-related saves. Fails DEX saves for non-magical abilities if exposed.
Blinding a primary eye of Jormungandr makes her consciousness largely blind to a surrounding area. In AW, the party must break through a layer of ice to attack the eye.
Ice - The ice of Jotunheimr protects the eye, and has a significant health barrier and 10 AC. The ice will be split into several quadrants. Splitting damage will be more effective than focus firing individual sections.
Gaze of Jormungandr - All spells not cast within a warding Rune are cancelled by Jormungandr. Furthermore, Jormungandr suppresses the effects of conventional magic and magical items in its gaze.
FIGHT MECHANICS
Lair Initiative - 20
Phase 1
Upon the first lair initiative, cracks begin to appear in the ice. No opponents appear yet.
Phase 2
Upon the beginning of the second lair initiative, eggs will emerge from the cracks and Follicles will emerge around them.
Phase 3
Upon phase 3, larger cracks appear, signalling more arrivals.
Phase 4 - Activation Phase
All eggs hatch. Fangs and other entities burst from larger cracks.
Phase 5
Darkness collects. In the following Lair Initiatives, Night Serpent will take begin to take effect and any creature not within at least moderate lighting or under the protection of a Rune of the Norns will take sanity saves at an intensity respective of Night Serpent's strength. At this stage, all of local Jotunheimr begins to become active. More cracks and adds will continue to spawn, rotating on a two-round stage, starting next Lair Initiative.