Nidhogg pronunciation
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Níðhöggr’s movement does not provoke opportunity attacks. Níðhöggr deals double damage to objects and structures. Níðhöggr dies only if it starts its turn with 0 hit points and doesn’t regenerate. If Níðhöggr takes radiant damage, this trait doesn’t function at the start of its next turn. Níðhöggr regains 20 hit points at the start of its 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. Whenever Níðhöggr makes a Colossal Tail attack, its attack does not strike until the end of its next turn. Níðhöggr has advantage on saving throws made against spells and other magical effects. If Níðhöggr fails a saving throw, it can choose to succeed instead. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Níðhöggr ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. 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).įreedom of Movement. Senses darkvision 300 ft., truesight 120 ft., passive Perception 16ĭamage Threshold. Speed 90 ft., burrow 60 ft., climb 90 ft., fly 60 ft.ĭamage Resistances cold, fire bludgeoning, piercing, and slashingĭamage Immunities poison bludgeoning, piercing, and slashing from nonmagical weaponsĬondition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Níðhöggr Gargantuan monstrosity, chaotic evil That averages not too far from 26 so for Níðhöggr we’re rounding up (its attack bonuses are just so gosh darn high it seems only sensible). Let’s do the numbers! The DMG is on the low side with 24.83, and the Blog of Holding’s 26.83 seems more accurate. Since it’s also known as “Curse-Striker” its claws can inflict special woes on its foes, and it’s getting a little more ground-related love with Tunneler and a faster recharge on the World Tremors trait from its smaller counterpart. When Ragnarok is finally nigh it will be known because Níðhöggr will finish chewing through the roots, causing the world tree to wither and bringing about a 3 year long winter for all, at which point the serpent will fly out from the underworld to wage war upon the gods of Asgard.ĭesign Notes: From the lore it seems like Níðhöggr is even bigger than Jörmungandr so this wyrm’s got more hit points, more Strength, and a tail attack that hits an even larger area. Within the wyrm’s lair is Náströnd (aka Nadastrond or the much cooler Shore of Corpses), a hall made from woven serpents and dripping with venom from its ceiling where adulterers, murderers, and perjurers go in the afterlife (that is at least after the Christians got involved). This figures into the balanced and cyclical nature of the greater Norse mythology, whatever damage the two inflict on Yggdrasil healed by water from the wells of Urd. Atop of the world tree sits a great eagle that represents wisdom and virtue-Níðhöggr reviles it, trading insults and threats by way of the squirrel Ratatoskr running messages between them. Traditionally known as Níðhǫggr (or the anglicized Nidhogg), this serpent gnaws on the roots of Yggdrasil because these form the prison keeping it from the world. Quick Note: Speaking of Norse mythology this column has two other scaly baddies ( Jörmungandr and Fafnir), the Allfather Odin, his boy Thor, the mischievous Loki, stalking Fenrir, dismal Hel, and fiery Brünnhilde.