Remorhaz Powers (3)

Explore a collection of Remorhaz Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

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Superheated Body

Traits

Superheated Body. The remorhaz's internal furnace radiates intense heat. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage. This damage can only be dealt once per turn to any given creature. If the remorhaz is struck by a source of cold damage, this ability ceases to function until the start of its next turn and it loses its immunity to cold damage during this time. Additionally, the remorhaz sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Used by Elder Remorhaz (CR 16), Remorhaz (CR 11), Young Remorhaz (CR 5)


Furnace Dash

Actions

Furnace Dash (Recharge 5-6). The remorhaz moves up to its speed in a straight line, leaving a trail of superheated air. Each creature in a 5-foot-wide line extending from the remorhaz's starting position to its ending position must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 38 (11d6) fire damage and is grappled by the remorhaz (escape DC 18). On a successful save, the creature takes half damage and isn't grappled. After using this ability, the remorhaz immediately burrows into the ground if it is able to do so. Grappled creatures are pulled underground with the remorhaz and are restrained while grappled in this way.

Used by Elder Remorhaz (CR 16), Remorhaz (CR 11), Young Remorhaz (CR 5)


Superheated Saliva

Actions

Superheated Saliva (Recharge 5-6). The remorhaz spits superheated saliva in a 45 ft line (5 ft wide). Each creature in the area must make a DC 18 Strength saving throw. On a failed save, the creature takes 38 (11d6) fire damage and is Restrained (save ends at end of turn) as the saliva hardens around them. On a successful save, the creature takes half damage and is not restrained. While Restrained by this ability, the creature is Susceptible to Fire. A creature susceptible to fire ignores any immunity or resistance to fire that it may have. If it had no such immunity or resistance, it is instead vulnerable to fire.

Used by Elder Remorhaz (CR 16), Remorhaz (CR 11)