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TatzlwyrmCreature 2


NMediumDragon
Source Pathfinder Bestiary 2
Perception +8 (darkvision)
Languages Draconic
Skills Acrobatics +7, Athletics +8, Crafting +4, Intimidation +6, Stealth +7
Str +4, Dex +1, Con +3, Int -3, Wis +2, Cha +0

AC 18; Fort +11; Reflex +5; Will +8;
HP 30
Speed 30 feet (climb 30 feet)
Immunities paralyzed, sleep

Jaws One Action +10 (+5, +0) to hit (magical) 1d8+6 Piercing
Claw One Action +10 (+6, +2) to hit (agile, magical) 1d6+6 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Natural Camouflage

A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when Sneaking, and it gains a +4 circumstance bonus to Hide.

Poison Gasp One Action

The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 fortitude save; the creature takes a -2 circumstance penalty to this save if it's Grabbed or Flat-Footed.

The tatzlwyrm can't use Poison Gasp again for 2 rounds.


Critical Success The target is unaffected.

Success The target is Sickened 1.

Failure The target takes 2d6 poison damage and is Enfeebled 1 for 1 round.

Critical Failure The target takes 4d6 poison damage and is Enfeebled 1 for 1 minute.


Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak Draconic (with a thick, hissing accent), but their ability to reason is limited and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don't expect to find a tatzlwyrm sitting atop a bed of coins.

Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention).

Tatzlwyrms don't work with kobolds, though-tatzlwyrms eat kobolds.

Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle.

When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, the wyrms usually need to grab their foes first and bring them close to their mouth.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.