Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

Frost Bitten

The Nest the Remorhaz

A
C

B
The Nest of the Remorhaz
Note: To run this encounter, you'll need either the monster The Eggs
manual or an internet connection 🏴‍☠️
If your players are in the nest, you've likely sent them on a
Lair Description quest to kill the Remorhaz, or to clear the eggs. Either works.
The eggs are marked on the map (as pulsing red lumps of
Unless otherwise specified, each corridor is 10ft tall, and eggs & tendrils). They glow 10ft brightly, and another 10ft
each room 20ft tall. dimly.
Entrance
The entrance of cave is rather small-- only a 10ft by 10ft hole Remorhaz Egg Sac
in the side of a glacier, hard to see and even harder to gain
the courage to walk through. Large Object (Egg), unaligned

Breath of the Remorhaz Armor Class 13 (Shell of Ice)


Hit Points 75 (10d10 + 20) Speed 0ft
A creature that entering the nest can feel an immediate drop
in temperature. Those without cold weather clothes or cold Damage Immunities. Cold, Fire, Piercing.
resistance gain a stack of exhaustion every hour that they
spend in here, and non-magical fires extinguish themselves.
Those that have cold weather clothes or resistance to cold Heated Shell. A creature that touches the remorhaz
weather gain a stack of exhaustion every 4 hours. The biting or hits it with a melee attack while within 5 feet of it
cold makes it impossible to sleep here, and those who try takes 7 (2d6) fire damage.
often never wake. Incubation The egg constantly draws heat from the
surrounding area to incubate itself. A creature that
Design Notes. This is really to serve two purposes-- reward begins its turn within 10ft of the Egg or enters that
characters who prepared well (by buying winter clothing), and area for the first time on a turn must make a DC 15
prevent long rests. A well prepared group can take short rests-- Constitution Save or take 7 (2d6) Cold damage.
but if they do, the Remorhaz can expend hit dice to heal.

Rooms
Secret Tunnels & Walls of Ice Room A is a 20ft tall room with a collapsed portion of icy
If two corridors share a wall, that wall can be destroyed. It rubble where the Remorhaz's digging caused a partial
has 20hp, and is immune to piercing, slashing, poison, collapse. This area is difficult terrain for any creature without
psychic, and cold. Smashing a wall of ice can be very loud a burrow speed. Any spell that deals damage in an 20ft or
though, and will likely attract the attention of the Remorhaz... more area (such as fireball) or direct attacks to the ceiling
especially since many of the ice-walls are near its eggs. They causes the icicles to crash. Creatures in the room must make
can avoid this by chipping away at it rather than blasting. a DC 15 Dex Save or take 2d6 piercing and 2d6 cold damage.
You can have these sections be "secret doors" of sorts, Room B is 15 ft tall, but has a chasm that falls 100ft (10d6
requiring a Perception check (DC 14) to notice, but that feels fall damage). The Remorhaz is large enough to step over the
lame to me. If your players have a light source on them, they chasm, but cannot end its turn on it without falling. The cliffs
should be able to tell the wall of ice is thinner, and has no next to the chasm are Slippery Ice.
snow behind it. Room C is 50ft tall, and centered around the sword of a
fallen giant-- its strange, magical energies are what attracted
Slippery Ice the Remorhaz here in the first place. The egg sag here (laid
If an area is described as "slippery ice", any creature walking around the blade of the sword), is buried under a sheet of ice,
in that area that does not have a burrow speed must make a that can be broken similar to the Walls of Ice. This egg sac is
DC 12 Dex Save or be knocked prone and slide 10ft in the size huge, with 120hp.
direction they were attempting to move. The fluctuation between the immense heat and cold of the
eggs has caused the surrounding area to melt into salty water
with a shore of Slippery Ice, which is pitch black and
dangerously cold. Creatures that enter it for the first time on
a turn or begin their turn in it must make a DC 14
Constitution save, taking 3d6 cold damage on a failure. On
success, they take half.
Encounter Guide Cooking the Remorhaz
The Remorhaz begins in Room C, where it spends most of its
Party Scaling time. However, it does on occasion patrol to the other egg
The Remorhaz as written is quite challenging. Fun fact, first sacs to check up on them (it uses existing tunnels to patrol,
5e Monster to ever kill a party member of mine. Technically, 3 since it doesn't want to destroy its home without cause, and
level 7 party members are enough to kill it (based on CR) if can move faster this way). With its tremorsense, it can detect
they are very careful in their tactics, and have healing on any movement within 60ft of it, including through walls.
standby, so we'll use that as our baseline. Louder sounds (such as ice walls crashing, thunder damage,
or shouting) will echo enough to be heard essentially
Scaling for Level anywhere in the cavern, but will mask the direction that it
For every party level over 7, add +10 to the Remorhaz's HP, comes from.
up to 285 (the Max for its stat block). This will help keep it Once the Remorhaz is alerted, it will pursue the party,
alive if the party does manage to get some lucky shots in. attempting to ambush them by cracking through a wall. If it
does manage to do this, it may be able to catch the party by
Scaling for Party Size surprise (Perception Check DC 11 to see if they can tell
The Remorhaz has some very specific abilities that make it which way the sound is coming from and realize what's
brutal against less-tanky melee people without a reach happening; creatures that fail are Surprised for the first
weapon. When counting for party size: don't count monks or round). The first round should be used to bite, and the second
dual wielders. If they go in and do their usual "attack as much round to swallow.
as possible" tactic, it will kill them using only passives. During this don't forget: Every melee attack within 5ft of
For every party member over 3 (taking into account the the Remorhaz returns 3d6 Fire damage to the attacker.
above), give the Remorhaz 1 Legendary Action Point. It can Once it has someone swallowed, the Remorhaz will try to
expend 1 point to move, 2 to bite, or 2 to swallow. This will leave & "digest"-- unless the party actively threatens an egg
help keep the Remorhaz from being drowned in the action sac. In that case, it will continue fighting until it is low on
economy. health. Either way, it travels to room A.
Room A Strategy. Here, we repeat the bite-swallow
Note on Burrowing Tactics strategy (it's really the Remorhaz's one trick, and there's no
The Remorhaz has a burrow speed of 20ft. Unfortunately, the limit to how many people you can have swallowed), but
rules around burrow speeds are quite vague. If you rule that there's added danger-- the party can't use large AoEs (20ft+)
the Remorhaz's tunnel is filled in by snow as it goes-- the without hitting the ceiling and causing an icicle crash, which
party will likely need to spend a round or two dashing around will deal more damage to the party than the Remorhaz (since
the lair to get in line of sight of it again. So if you did this with it is immune to cold). If the party is losing here, they may
a party member swallowed, they're basically dead. This retreat from the dangerous room, and the Remorhaz will not
should only be used if you think your party absolutely wants a pursue them if it is digesting someone, as it prefers to pick
hard as hell challenge. them off one by one. It will instead wait for them to leave, and
then burrow to C to protect the main egg sac.
If you rule that the Remorhaz leaves a tunnel, we can still If the Remorhaz is losing, retreat to room B.
use that to our advantage. Create corners to block line of Room B Strategy. If the party manages to corner it here, it
sight (unless they get within your reach). Burrow straight is fighting for survival at this point. No more time for
down to force fall damage. Borrow straight up (and they can't swallowing-- simply bite, move to the cliff side (at full speed
follow unless they can jump 10ft up and grab onto ice). At because you're size Huge), and drop the party member off the
least this way, they can still use flight / featherfall and other cliff. That's 9d6 bite damage + 10d6 fall damage, and likely
abilities to follow the Remorhaz. going to take them out of the fight since they now have 100 ft
Note on being Swallowed of icy cliff to climb back up (if they survive somehow). The
Remorhaz may die here, but if it manages to force the party
This is highly debilitating. Because of the conditions (Blind & to flee (or trap them down the cliff), it'll be very low on health
Restrainted), the creature who is swallowed can use any spell by now-- which means it will try to move to room C for a short
that says "a point you can see" (such as misty step) to teleport rest, healing a big before the party gets there.
out of the creature. Worse, trying to attack your way out Room C Strategy. Room strategy here is simple-- Bite, pull
might fail because you're restrained (disadvantage). Even them into the icewater for extra damage that you're immune
worse yet, you're definitely making an attack within 5ft of the to, chill in the inky blackness (thus, they'll need a light source
Remorhaz (you're inside them), so that's another 3d6 fire to see even you), and then swallow on the next turn. Rinse &
damage on top of the 6d6 acid damage you're taking every repeat until one side wins, because the Remorhaz will not
round. Even if they manage to deal 30 damage in a turn to the leave its egg sac.
Remorhaz, it still has a very good (50%) chance of succeeding What a good momma Remorhaz.
on the check to not regurgitate you. As if that's not enough--
no one can see or touch you, so your healer can't help you
either.
This ability is why the Remorhaz is a player killer.

3
Thank you!
If you've gotten this far into the document, I just wanted to say thank you for checking
out my latest release.

While I write the lore & stat blocks for these, I'm not an artist. As such, I use book sales to
commission artwork from others to help bring these Encounters to life.

If you like my work & want to help, consider buying my book below (click the image). It
contains every encounter I've written, plus all artwork and every monster stat block.
That's over 115 pages of content!

Alternatively, you can send Pip a Tip via Ko-Fi, 100% of which is also used for art
commissions.

Click here to view more

$9.99

You might also like