Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 15 (5d6) fire damage.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 50 (8d10 +10) piercing damage plus 15 (5d6) fire damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.
Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 24 (8d6) acid damage at the start of each of the remorhaz's turns.
If the remorhaz takes 40 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Remorhaz takes a lair action to cause one of the following effects; the Remorhaz can’t use the same effect two rounds in a row:
- Remorhaz hatchlings erupts from a point on the ground the Remorhaz can see within 120 feet of it, creating a 5-foot-high, 10-foot-radius swarm. Each creature in the hatchling's area must make a DC 15 Dexterity saving throw, taking 10 (3d6) piercing damage and 11 (3d6) acid damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the Remorhaz. Each creature other than the Remorhaz on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the Remorhaz can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. If any fire touches the gas it immediately ignites. All creatures in the gas must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
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