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Pathfinder

Compendium

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Tatzlwyrm

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This serpentine creature has the head of a ferocious dragon and two relatively small forearms that end in tiny claws.

Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can't compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms' limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.

Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm's scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.

Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.

Special Abilities

Poison Gasp (Ex) A tatzlwyrm's breath contains a poisonous vapor. While grappling, instead of making a bite or Rake Attack, a tatzlwyrm can breathe poison into its victim's face. A tatzlwyrm must begin its turn grappling to use this ability—it can't begin a grapple and use its poison gasp in the same turn.

Tatzlwyrm poison : Breath—inhaled; Save Fort DC 12; Frequency 1/round for 2 rounds; Effect 1d2 Str damage; Cure 1 save. The save DC is Constitution-based.

Attributes

AC
15, Touch 12, Flat-footed 13 (+2 Dex, +3 Natural)
Alignment
N
Base Atk
+3
CMB
+5 (+9 Grapple)
CMD
17 (Can't Be Tripped)
CR
CR 2
Cha
11
Con
12
Creature Type
Dragon
Dex
15
Environment
Any Forests
Feats
Nimble Moves , Stealthy
Fort
+4
HP
22 (3d12+3)
Immune
Paralysis, Sleep
Init
N Medium Dragon +2
Int
5
Languages
Draconic
Melee
Bite +5 (1d8+3 Plus Grab )
Organization
Solitary Or Nest (2-5)
Racial Modifiers
+6 Stealth In Dense Vegetation
Ref
+5
Senses
Darkvision 60 Ft., Low-light Vision; Perception +8
Size
Medium
Skills
Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 In Dense Vegetation)
Special Attacks
Poison Gasp, Pounce , Rake (2 Claws +5, 1d4+2)
Speed
30 Ft., Climb 30 Ft.
Str
14
Treasure
Standard
Will
+5
Wis
14
XP
600
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