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Gargantuan monstrosity, chaotic evil

Armor Class 17 (natural armor)
Hit Points 615 (30d20+300)
Speed 90 ft., burrow 60 ft., climb 90 ft., fly 60 ft.

30 (+10) 11 (+0) 30 (+10) 3 (–4) 22 (+6) 21 (+5)

Saving Throws Int +4
Damage Resistances cold, fire; bludgeoning, piercing, and slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 300 ft., truesight 120 ft., passive Perception 16
Challenge 26 (90,000 XP)


  • Damage Threshold. Níðhöggr does not take damage from an attack, spell, or other effect that deals 10 points or less of bludgeoning, piercing, or slashing damage (calculated after resistances).
  • Freedom of Movement. Níðhöggr ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. Níðhöggr has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. Níðhöggr’s weapon attacks are magical.
  • Ponderous Tail. Whenever Níðhöggr makes a Colossal Tail attack, its attack does not strike until the end of its next turn. If the target of its attack has moved out of the area Níðhöggr misses the target but may hit other creatures or objects still in the area.
  • Regeneration. Níðhöggr regains 20 hit points at the start of its turn. If Níðhöggr takes radiant damage, this trait doesn’t function at the start of its next turn. Níðhöggr dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Siege Monster. Níðhöggr deals double damage to objects and structures.
  • Too Big. Níðhöggr’s movement does not provoke opportunity attacks.
  • Tunneler. Níðhöggr can burrow through solid rock at half its burrow speed and leaves a 50-foot-diameter tunnel in its wake.
  • Turn Resistance. The necrolord has advantage on saving throws against any effect that turns undead.
  • Undead Fortitude. If damage reduces the necrolord to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken. On a success, the necrolord drops to 1 hit point instead.
  • World Tremors (Recharge 4–6). Níðhöggr can use a bonus action to innately cast earthquake (save DC 22) without the need for material components, somatic components, or concentration.


  • Multiattack. Níðhöggr attacks once with its bite, twice with its claws, and once with its colossal tail.
  • Bite. Melee Weapon Attack: +18 to hit, reach 35 ft., one target. Hit: 43 (6d10+10) piercing damage. If the target is a creature that takes more than 75 damage from this attack, it makes a DC 26 Constitution saving throw or is stunned until the start of Níðhöggr’s next turn.
  • Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) slashing damage. If the target is a creature, it makes a DC 22 Charisma saving throw or becomes cursed. Randomly determine one ability score by rolling a d6: 1—Strength, 2—Dexterity, 3—Constitution, 4— Intelligence, 5—Wisdom, 6—Charisma. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. At the end of each of its turns, the target can repeat the saving throw, ending the curse on a success.


As Jörmungandr writhes around the world its mythical kin gnaws upon the roots of the World Tree that imprisons it. Like the other great wyrm, when Níðhöggr rises from its cage it signals the end of everything as it rampages across the Material Plane, destroying and killing all that it can find in its rage.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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