The ecology of the Remorhaz
by Kurt Martin and Ed Greenwood


 
 
Dragon magazine - Monster Manual III - Dragon #114
- - Notes - -

An account from the lore-book entitled
?Journeys and Trials of Rekansor; Ex-
plorer, Scout, and Leader of Men?:
 

. . . Thus began the hardest segment of
the journey back to our civilized lands in
the east. Our clothing was barely adequate
against the increasing chill, and we were
reduced painfully in both numbers and
supplies. Each day the true test of winter
drew nearer, and even as we first began to
struggle up the steep escarpments that
announced the Krylen Peaks, the cold of
their icy reaches stretched down to greet
us with bitter blasts. The twelve of us yet
remaining trudged on, weary to the soul
of adventure, desiring only the end of the
road and safety.

Arriving at the foot of Al-Kindor, the
westernmost and mightiest of these moun-
tains, I found a possible route for my
group. Pressed by Time himself, we began
to follow this sketchy path that picked its
way through the fallen boulders at the
mountain?s base.

This way seemed to lead as we hoped:
around the mountain on its southernmost
side. With Al-Kindor at our backs, we
could traverse the range at this narrow
point in as little as two days. We pushed
onward, climbing between the jumbled
rocks in an endless, stumbling dance. Only
the quick passing of this obstacle, this king
of mountains, would put us within reach
of the plains of home before all hope
ended with the coming of winter. Each of
us knew secretly that we would not sur-
vive even one true snowfall.

Curious as ever, I wondered at the im-
proving sureness of the path as it wan-
dered neatly among the rocks. With the
first fluffy pockets of snow collecting
under a new fall, the path remained solid
and clear, yet no tracks were visible in the
old snow to reveal the users of such a fine
mountain course. The snow stiffened its
assault, clutching at sword and arrow as
well as hunched shoulders and hooded
heads.

Above us loomed Al-Kindor, half
shrouded in cloud. His jagged peaks tore
at the clouds, ripping the snow from them
Already the upper reaches were turning
distinctly white. The sky hung over us, a
dismal grey, like the snow-dusted stone
our boots scuffed over. For a moment, the
sun poked a crimson ray out over the
frozen tundra as it sank at our backs,
setting the falling flakes on fire, turning
white puffs into red drops of blood. I
shivered at this grim omen.

We pushed on, intent on covering more
ground before nightfall, hastily shuffling
past a dark gap in the rocks ? an aperture
our inner selves warned us to avoid. Little
did we know, it was a door where the
remorhaz, the owner of the path, lay in
terrible wait. Cunningly, the creature
paused at our arrival, waiting for its body
to warm from the stillness of its hunting
vigil; waiting until all but the last of our
party had struggled past before attacking
with a birdlike shriek that chilled my
blood more than the previous hours of
frost had.

I turned to see a huge creature, looking
much like a massive centipede, snapping at
my men with enormous, fanged jaws. Its
white, icy eyes glared down on us as the
small, membranous wings on the sides of
its head flapped to lift its jaws high for
another strike. The remorhaz?s thick neck
arched, and the long, curving black horns
on its head were silhouetted against the
grim sky as it screamed another challenge.
Now I saw clearly the folly of following
such an easy path.

The beast?s heavily scaled body was a
man?s height across and gleamed a cold
blue, stretching away for several long
strides before winding into the gap in the
rocks. Along its back, a wide streak of
bright red stood out, steaming from the
creature?s heat. Dozens of short, chitinous
legs supported the low-slung bulk as it
again snapped forward, its hard talons
clattering on the stone.

Three of my party already lay silent in
the gathering snow, torn by the beast?s
four horrible fangs. As my comrades
threw back their hoods and heavy cloaks,
snatching at weapons and shields, I
quickly drew my bow and an arrow, and
bounded to a rock at the path?s edge.
Pulling myself onto the frigid stone, I
readied for a shot as Benol, my finest
scout, dropped to the snow, her body
hewn almost in two by a strike from the
monster?s jaws. Even as she fell, and my
first arrow glanced harmlessly off the
beast?s armorlike skin, my group started
forming a battle line, their weapons seek-
ing the creature?s weaker points.

Kelor thrust himself directly in front of
the creature, his wide bastard sword
glowing dully in the fading light. The
remorhaz screeched as if in answer to his
challenge and drew its head up to twice
the height of a man. Kelor jumped for-
ward, his sword swung back, ready for a
massive blow. Then, despite the impact of
two arrows, the beast shot forward blind-
ingly fast, and Kelor disappeared into the
snapping jaws. His sword, clattering nois-
ily on the rocks, was the only evidence of
where he had once stood.

We fought on instead of trying to flee;
doubtless the creature could outrun us,
tired as we were. Thoughts cluttered my
mind as I searched desperately for a shard
of hope. I could see Farvus, alone off to
my left, hard at work with his spell magic.
I whispered a silent prayer for his success
as I returned to my bow-work; my red-
feathered arrows were beginning to accu-
mulate in the creature?s soft underbelly. In
spite of these wounds, and several rents
from swords, the remorhaz seemed pre-
pared to fight us to the last.

From amidst the rocks into which the
long creature?s body coiled, I saw the
small, florentine form of Kartha emerge,
his eyes intent on the monster?s swinging
head. I watched him, distracted from my
attack, as he slunk alongside the kicking
legs, staying clear of the red streak on the
creature?s back where the falling snow
sizzled and steamed.

Kartha moved closer, perilously close to
the thrusting, coiling neck, before pausing
to stretch, raising his weapons high in the
air. He plunged them into the steaming
protrusions with an angry shout. The
remorhaz heaved forward with a shriek of
pain, throwing the overextended Kartha
off balance. He glanced off the beast?s
back, let out a shrill scream, and fell
limply to the snow. Curls of smoke rose
from his still form. I paused in shock as
the remorhaz snapped out again, oblivious
to the knife and sword as they melted,
then dripped into the snow.
 

Glancing frantically back to see what
Farvus was doing, I was further shocked
to see his obvious frustration. Already he
had turned to shield and mace and was
advancing toward the creature, which was
now faced with only five standing oppo-
nents. I dropped from the rock and drew
my sword to strike the remorhaz face to
face. It was terrifying work. In a few short
moments, my vision began to blur from
the effort of slashing at the monster and
desperately trying to avoid its fatal bite. I
slipped and lunged in the damp snow, my
tired legs heavy as logs. I managed to cut
the thing twice, though my sword was
heavy even in both hands. Its wings flap-
ping, the beast snapped at me, its breath
overpowering, its cries daunting.

Helt screamed as a fang tore into her.
The remorhaz tossed her aside in a heap.
But in the moment it took to do so, Farvus
and I attacked with desperate strength,
hitting the exposed neck, my sword biting
deep into the softer underside of the mon-
ster?s head.

Hacked and hewn, the snapping head
finally dropped into the snow. Only three
of us remained to see the creature?s final
moments ? and we took no great pleasure
in its demise. As we stood about the re-
morhaz for a long, silent minute, the cruel
wind tore at our skin. Despair was in our
hearts; the battle was won, but at too
great a cost. Puffs of snow stood on the
faces of our fallen friends. Distant were
their homes and ours. Anguished, it struck
me as likely that we would travel no great
distance beyond that point ? not with the
bulk of the company silenced forever
around us. Slowly we turned from the
scene of battle, and looked again to the
east. . . .
 

Notes
1. A remorhaz has a segmented body,
like other worms, plus a winged neck and
head. Each segment (a polar worm will
have one such segment per hit die it pos-
sesses) consists of a central ?core,? or body
cavity, where the digestive organs are
located, surrounded by a network of ter-
rifically strong muscles linked by corded
nerves, and the whole sheathed by the
worm?s rock-hard external insulation and
armor. Each segment is supported by a
pair of flexible legs covered in similar
segmented armor, each leg ending in a
foot consisting of a large suction pad (de-
void of nerves, so that a remorhaz cannot
feel pain through its feet) and two iron-
hard ?toe-talons.? These talons serve to
propel the remorhaz across the most
slippery ice ? the ?blue ice? at the heart of
glaciers where the creatures prefer to lair.
In conditions where a remorhaz?s feet
begin to slip, it will automatically drive its
talons into the surface underfoot. It can-
not penetrate hard rock, but can readily
find and cling to fissures and cracks in
rock, or penetrate softer rocks (such as
sandstone), ice, frozen mud, and the like.
Fallen prey and items so impaled by a
talon will suffer damage as follows: Crea-
tures suffer 4-9 (1d6 + 3) hit points of
damage, and all items (such as armor)
must save versus crushing blow or be
damaged beyond usability. Magic items
will of course gain bonuses to any such
saving throws in accordance with their
magical plusses; but note that all sorts of
items may suffer penalties on saving
throws due to the brittleness that extreme
cold causes in many materials.

A remorhaz does not gain or lose heat
through its feet or body armor unless the
body armor has been broken (before an
insulating scab of internal protective fluids
forms), except through its back protru-
sions. Given steady food, a remorhaz will
regenerate a completely lost pair of legs in
twenty days or so; lesser damage could
well be healed in half the time. A re-
morhaz can slither at half movement rate
? but not climb bare ice walls ? if all of
its legs are gone; if more than half of its
legs are gone, it will move at 9? per
round. Liquid mud or deep sand (which
will not be encountered by a remorhaz in
its normal habitat) will slow movement to
6?; unfrozen water is avoided by a re-
morhaz in the polar regions as it cools the
worm?s body with dangerous rapidity. A
remorhaz can swim at the rate of 9? per
round.

2. The wings of a remorhaz aid in stabil-
ity while rearing and lunging (and rarely,
while slipping or falling), and in regulating
body heat (see notes below), but cannot lift
the entire body of the worm; a remorhaz
cannot fly. The remorhaz can only raise its
head and neck with the aid of these wings.
The wings must beat continuously in
order to do this and are highly susceptible
to attack. The attacker must hit versus AC
-2 to strike them, since they are small,
fast-moving, and often out of reach. Area
fire spells such as fireball will also affect
the wings, with each wing taking as many
points of damage as the creature has hit
dice before becoming useless. The loss of
one or both wings will cause the remorhaz
to attack at - 3 to hit, since it will no
longer be able to rear up and snap at its
opponent. The remorhaz will, however,
still be able to move and maneuver, and
this state will inadvertently prevent at-
tacks to its soft underside.
 

Damage done by the remorhaz?s four
fangs and sharp-edged jaws is determined
by the size of the creature, with 13 and 14
HD specimens having the ability to swal-
low man-sized or smaller prey whole on a
roll of 20. However, halflings and other
small demi-humans, and creatures of
similar size may be swallowed in this
manner by a remorhaz as small as 11 HD;
elves and small humans can likewise be
swallowed whole by a 12 HD remorhaz.
On any roil of 20, check the size of the
remorhaz to see if it is capable of swallow-
ing the creature it has bitten. Even if the
target is not swallowed, it takes full bite
damage from that attack.
 

A remorhaz of 7 or 8 HD bites for 4-24
points of damage; 9 to 12 HD creatures do
5-30 points; and 13 to 14 HD creatures do
6-36 points. When raised up to strike, a
remorhaz is 9 inches tall for every hit die
it has. Thus, a 14 HD remorhaz would be
10 feet, 6 inches tall at the head and could
attack a character standing on a second-
story balcony. The remorhaz can strike
out an equal distance horizontally.

3. The area of the remorhaz most vul-
nerable to physical attack is its eyes,
which are actually two great, white, globu-
lar clusters of lenses, all working together,
and all milky-white because they have
natural filters to correct for snow glare.
These natural filters allow the remorhaz
to see reflections and movements with
great clarity ? and in gloom or at night
with 9? ultravision (in full darkness, or
when confused, a remorhaz uses the 7?
infravision of its tiny eyes). Each com-
pound eye has more than a thousand tiny
eyes within it ? thus, an attack to the eyes
is not likely to blind a remorhaz; up to a
dozen or more strikes on each eye would
be necessary to accomplish that. A re-
morhaz regenerates its eyes only slowly
(each tiny eye would take about 30 turns
to heal, and only one at a time will be
replaced by the worm?s body).

Because of these insectlike eyes, re-
morhaz (the plural form is the same as the
singular) have excellent peripheral vision.
In combat, they are equally likely to strike
at any creature in an arc of 180 degrees in
front of them, with preference given to
those striking the most recent, most dam-
aging blows against it. The target of the
remorhaz?s attack will be at -2 to hit for
the round after their attack, due to the
overpowering stench of the creature?s
superheated breath (normal if they make
their save vs. breath weapon). Remorhaz
do not deliberately claw or trample prey,
nor do they ever strike at them with their
?tails? or nether body segments. In com-
bat, they may ?pin? opponents with their
weight and bite at them, but prefer to rear
up (aided by their wings) and lunge at all
prey, biting with speed enough to knock
down many aerial opponents, and with
reach enough to strike from a rearing
position at opponents up to half the re-
morhaz?s own length away (on the ground
or in the air).

The majority of the remorhaz?s body is
heavily insulated with armor that renders
it proof against any harm from scraping
against or over ice. The most flexible parts
of the armor (and hence, the softest) are
the underside regions of each segment,
which must have softness and flexibility to
aid traction over uneven ice ? hence, the
lower armor class. The intermediate ar-
mor class rating of a remorhaz reflects the
relative vulnerability of its mouth and
eyes, despite the mobility of the head as a
target. Man-sized opponents of a re-
morhaz will find that while the creature?s
underside is softer than the rest of its
body, only two attackers can strike at this
area, with one standing on each side of the
raised head. Other opponents standing
directly in front of the remorhaz (two at
most) can strike at the AC 2 head. All
other attacks are versus AC 0.

4. Remorhaz have three life states: dor-
mant, cold, and heated. Since remorhaz
can ?burn up? the energy provided by a
large meal (such as two horses) in just a
few hours of tunneling, moving, or fight-
ing, they spend much of their time in
either a dormant or cold state ? dormant
being a very sluggish, economical condi-
tion, and cold being active without heating
the back protrusions. Remorhaz are al-
ways eager to eat, since they are active in
proportion to how much they consume.
Because of their metabolism, polar worms
make ambush their primary hunting
mode, and only occasionally travel in
search of prey. A remorhaz will lay in wait
along a well-travelled road in a ?cold?
state. When prey is sighted, the remorhaz
heats its back protrusions, then attacks.
Remorhaz lie dormant through periods
when prey is scarce, spending at least one
day in five dormant in any case. Dormant
periods are always spent in the lair.

When excited (by easy prey when it is
hungry) or angered by prey that eludes it,
seems formidable, challenges it, or causes
it pain, a remorhaz will cause its back
protrusions ? the blunt ?horns? or projec-
tions, two of which rise at angles from the
ridged top or back of each of its body
segments and form two rows of craggy
bumps ? to become extremely hot, con-
ducting the worm?s internal digestive heat
by means of internally produced and
circulated fluids. This chemical, which is
known as thrym, is released from its two
stomachs, and pumped at great pressure
into its insulated back horns. A remorhaz
will then lunge at opponents and roll
slightly to one side, seeking to crush or
pin, and then burn with its horns. Contact
with the cherry-red remorhaz horns does
10d10 points of damage to all creatures
not impervious to (or protected against)
heat damage; cooler, darker horns do only
5d10 points of damage. (A roll of 1-2 on
1d6 determines a hit with the darker,
cooler horns.) Protection is provided by
any item such as a  ring of fire resistance
? not just a normal item, such as armor or
a pair of gloves, Damage to protected
areas will still occur, though at a rate of
1/10 regular damage: 1d10 points for regu-
lar horns, 1d5 points for cooler horns.
Non-magical metal weapons melt when
touching cherry-red remorhaz horns; they
gain a saving throw (vs. magical fire)
against cooler horns. Magical metal weap-
ons gain a saving throw vs. acid (with their
magical bonuses, if any) against cherry-red
remorhaz horns, and a saving throw vs.
magical fire at + 5 (disregard magical
bonuses) against the cooler horns; other
magic items save vs. acid or magical fire -
whichever is worse ? against cherry-red
remorhaz horns, and must make a saving
throw of only half as much to escape
damage from the cooler horns. Most crea-
tures will feel the heat when they are
within ten feet of the protrusions; these
may also steam when wet. The remorhaz
will usually heat its back to aid in tunnel-
ing through ice and snow, and will always
do so in battle.

A remorhaz heats up its back in bursts
of energy, for in doing so it is sacrificing
its body heat to its chilly surroundings ?
and could freeze to death if it gives up too
much heat. Normally, a remorhaz that
decides to heat warms up for 2 rounds
(during which time it has cooler horns, as
above), fights for up to 6 additional rounds
of cherry-red heat (less if it wins its fight,
for it will shut down as soon as possible),
and then follows with a further 2 rounds
of cooling. A remorhaz of 10 HD or less
can usually manage only one such burst
every 36 hours (unless it can eat at will to
provide more fuel; a nesting female re-
morhaz surrounded by already slain meals
at hand is one example); a remorhaz of 11
to 14 HD can usually manage 10 rounds of
full heat, typically in two bursts of 6 and 4
rounds each. If the air is damp, concealing
plumes of fog will begin to form around
the remorhaz as the cold air comes into
contact with its back horns. The average
remorhaz must take in one size M meal (of
warm-blooded prey) every 36 hours to
keep its heat at the required level, other-
wise it risks the chance of freezing to
death.

If a remorhaz gets too hot (usually only
when removed from its normal environ-
ment), its surroundings reaching 60 de-
grees Fahrenheit or more, it will begin to
fan itself with its wings, passing air over
its back horns to carry the heat they radi-
ate away. The remorhaz will grow sluggish
(operating at half movement), but will not
otherwise suffer harm from the excess
heat. When it becomes cool again, the
remorhaz will recover rapidly (in 1 or 2
rounds) to full movement and activity.

5. As a snakelike carnivore, the re-
morhaz requires special digestive proc-
esses to aid in breaking down the huge
hunks of meat it swallows. Two tiny stom-
ach glands produce and contain fluids that
mix to make the liquid called thrym,
which is then circulated through the crea-
ture?s back protrusions and/or stomach.
Digestion is achieved with both the heat
and acidity of thrym. Since the liquid is
extremely hot and caustic, there have
been no known cases of even swallowed
magical items surviving immersion in
thrym, although it might be possible for
artifacts and relics to do so. Molten metals
and other indigestible materials are imme-
diately excreted through a flap at the
bottom of the beast?s stomach. Wood and
leather are easily dissolved, if not useful to
the remorhaz itself.

Obviously, anyone unfortunate enough
to be swallowed by a remorhaz would be
killed instantly by the tremendous -heat of
the creature?s body. Even major protection
such as a  ring of fire resistance would
only allow a person to survive 1 or 2
rounds inside a remorhaz. DMs must be
firm on this count, since killing the crea-
ture in the round after it swallows some-
one, then cutting the creature open to
rescue the victim would still require that
person to withstand at least 2 rounds of
the phenomenal, acidic heat.

The remorhaz?s thrym is the reason for
its high magic resistance. This substance
has a high anti-magic value, whether actu-
ally heating the creature or not; thus, the
remorhaz?s magic resistance remains the
same regardless of the creature?s state
until it dies (see below). Note that all spells
cast at a remorhaz must overcome this
75% magic resistance, then the remorhaz?s
saving throws (if applicable); fire is saved
against at +4, heat does no damage (being
either absorbed to the benefit of the re-
morhaz, or lost), cold is saved against at
- 3, and electrical-based attacks are saved
against at par.

6. A polar worm?s lair will usually con-
sist of a number of large, smoothly
rounded tunnels in ice and snow or rock,
gradually descending to a bigger, central
room. Tunnels in ice or snow will be very
slippery, since the passing of the creature?s
hot back will repeatedly melt the snow,
but leave it to quickly refreeze. With its
numerous hard feet, the remorhaz moves
at full speed on sheer ice (if it is a level
surface) and has no problems in its own
lair and tunnel complex. Remorhaz usually
move with their heads down, their wings
inactive, looking something like a walking
snake. As a result of this position, re-
morhaz cannot snap out with their usual
dexterity, and are thus somewhat vulnera-
ble in small tunnels.
 

The central room of the remorhaz lair is
generally about twice the width and
length of the remorhaz that inhabits it,
and has several entrances and exits. The
nesting lair of a mated pair will be about
double this size, and may have ice stalacti-
tes hanging from the ceiling as a result.

Remorhaz have no use for treasure as
we know it; any treasure found will con-
sist of belongings left behind by devoured
prey ? either scattered about the icy
wastes or on the floor of the remorhaz?s
lair. Such treasure rarely consists of arms
or armor, since these are usually de-
stroyed or lost in combat, and will never
be anything that cannot survive the ex-
treme cold or inadvertent pummeling by
the remorhaz. A remorhaz will take prey
into its lair only when it is threatened by a
storm or by other predators, if its meal is
threatened by other, smaller predators too
nimble or too numerous for the polar
worm to slay, or if it is a male feeding a
nesting female or a female hunting with its
young.

7. Remorhaz mate only in glacial tunnels
and icy caverns, although they range all
over cold regions when hunting, often
wandering far from their lairs; if they
remained in a small area, food there
would soon be exhausted. If food is scarce,
remorhaz sometimes come down off the
high glaciers into the tundra or even to
the edge of muskeg regions to hunt. With
the exception of mates, and mothers and
their young, remorhaz hunt and lair alone;
when food is plentiful, remorhaz of differ-
ent sexes will instinctively wander out of
their own normal ranges (each remorhaz
has an informal, shifting circular territory
of approximately 60 miles across) and seek
one another out, establishing a nesting lair
after they meet. They signal their pres-
ence at such rutting times by great,
mournful roars, sounding at times like
great wolves, and repeatedly rear up and
flap their vestigial wings to attract notice.
Remorhaz seldom fight among themselves
over territory, mates, or prey.

Remorhaz females are generally larger
than males (there are no 14 HD males), but
they are otherwise identical in powers and
appearance. A mated pair will stay to-
gether only until the eggs have hatched.
During this time, the female will produce
one or two grey-blue eggs 60 to 90 days
after a nesting lair is created. Mating sea-
son for the remorhaz takes place in the
fall of the coming year, with all pairs sepa-
rating before that time. Any adult remorhaz
has a 25% chance of having a
mate during this season.

Remorhaz eggs must be kept warm (60
degrees Fahrenheit or more) or they will
not hatch; any egg that is allowed to cool
to the surrounding, freezing temperatures
and remain that cold for more than a turn
will never hatch a living young. For this
reason, the female remorhaz coils about
the eggs to keep them warm until they
hatch (three or four months later). During
this gestation period, the developing
young change from helpless, soft worms
to miniature remorhaz, and eat their way
around the thick nutrient walls of their
own eggs to freedom. The young stay in
the nesting lair for approximately four
months after hatching, growing in this
time from 1 HD at birth to 7 HD at the end
of that period. Immature remorhaz will
only fight to defend themselves, biting for
2d6 points of damage, fighting as 2 HD less
and attacking last in a round. The young
seldom leave the lair, and will be size S at
hatching, M at 2-3 HD, and L from 4 HD
on. From birth, the newborn remorhaz
has all the powers of the adult.

Shortly after their birth, young re-
morhaz are driven forth from the lair by
the mother to fend for themselves, accom-
panying her for only a half-dozen or so
daily hunts before being driven off. An
adult male will leave his mate as soon as
the young  are born ? but if the eggs fail
to hatch (25% are infertile) or are dam-
 aged, destroyed, or go missing (due to
predators, shifting glacial ice, and so on),
he will remain patiently through one egg-
 laying after another until one or two live
  young are born. Polar worm eggs are
valuable because the remorhaz make
 excellent guards. However, even those
raised from the egg can never recognize
more than one or two masters, and will
attack anyone if they are hungry enough.

8. The fascinating body of the remorhaz
will always reveal many useful items to
the industrious. The largest specimens will
yield two curving black horns the length
of a man?s body. These are easily hollowed
out and have thus become scimitar scab-
bards and even unusual drinking mugs.
The four sharp fangs make excellent dag-
gers and knives, being almost a foot in
length. The 28 legs are tubular in shape
and very hard. They have been made into
everything from canes and cups to blow-
guns, usually after they have been boiled
to cook the succulent meat inside (a very
rare delicacy indeed). The tough unde-
rskin of the beast makes excellent leather,
while the scaly sections of the body make
for good bucklers (they are not big enough
for full-sized shields). The vestigial wings
of the remorhaz are useful mostly for
ornamentation, but become brittle and
will eventually crumble if not immediately
preserved.

In the largest remorhaz, the special
stomach glands hold as much as a quart of
the liquids that compose thrym. Unfortu-
nately, few have succeeded in removing
this substance from the creature without
it losing its value. Though thrym requires
the remorhaz?s particular physiology to
maintain its power, a mixture of the two
chemicals after the creature?s death will
create a weak acidic reaction (as illus-
trated in the DMG, p. 64) ? a potency that
lasts for up to one day following the re-
morhaz?s death. After this point, the indi-
vidual liquids have a minor value to
alchemists, who use the circulatory fluids
as ingredients in the spell inks of all mag-
ics concerned with heat  (produce flame,
heat metal, burning hands,  and so on), and
in magics concerned with neutralizing
poisons ? for the fluids seem to confer
upon the living remorhaz an immunity to
poison. This fluid is also useful in the
manufacture of potions, such as potions of
fire resistance, and in the making of items
such as rings of fire  resistance and rings
of warmth. Prices vary according to the
scarcity of worms and differing strengths
of the desires of alchemists, but are typi-
cal1y 5-10 gp per flask of each remorhaz
fluid.

The cell retinae and internal fluid of the
remorhaz?s compound eyes are useful in
the creation of  eyes of the eagle,  and in
the making of special inks used to set
down such spells as  infravision.  An intact
remorhaz eye will bring  1-10  gp; fluid and
remnants, up to 1 gp per flask.