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Tatzlwyrm

Yellow eyes briefly flicker from a hole in a nearby maple tree. Suddenly, a large reptile leaps out, as green as the surrounding foliage and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapor wafts from its gaping maw.

Tatzlwyrm CR 2

XP 600
N Medium dragon
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (3d12+3)
Fort +4, Ref +5, Will +5
Immune paralysis, sleep

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +5 (1d8+3 plus grab)
Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2)

STATISTICS

Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11
Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can't be tripped)
Feats Nimble Moves, Stealthy
Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Racial Modifiers +6 Stealth in dense vegetation
Languages Draconic

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 damagecure 1 save. The save DC is Constitution-based.