Erratic Movements. The Tatzelwurm's movements are unpredictable. At the start of its turn, roll a d6. On a 1-3, it moves normally. On a 4-6, it moves randomly, using its full movement but in random directions.
Twisted Roar. Creatures that start their turn within 30 feet of the Tatzelwurm must succeed on a DC 14 Wisdom saving throw or become frightened until the start of their next turn.
Multiattack. The tatzelwurm makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapon (Recharge 5-6). The Tatzelwurm exhales a breath weapon in a 60-foot cone. Creatures must make a DC 18 Dexterity saving throw, taking 10d6 damage of the primary element on a failed save, or half as much on a successful one. After the initial damage, roll a d4. On a 1, a burst of secondary element deals additional 6d6 damage. On a 2, there are two bursts, each dealing 6d6 damage. On a 3 or 4, no additional burst occurs.
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