Huge Monstrosity, Unaligned
Armor Class 14 (natural armor)
Hit Points 148 (15d12 + 50)
Speed 30 ft., burrow 20 ft.
STR
22 (+6)
DEX
13 (+1)
CON
17 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Cold, Fire
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) piercing damage plus 7 (2d6) fire damage. If the target is a creature, it is grappled (escape DC 17). 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 10 (3d6) acid damage at the start of each of the remorhaz's turns.

If the remorhaz takes 20 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

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:

  • A strong wind blows around the area from a point on the ground. Each creature within 60 feet of the point must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the end and knocked pronely. The wind disperses gases and vapours, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being wasted.
  • Magical fog billows around one creature. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by a hostile creature within 120 feet until initiative count 20 on the next round.

Habitat: Arctic

CloneSlug

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