Large Dragon, Lawful Good
Armor Class 18 (Natural Armor)
Hit Points 115 (10d10 + 60)
Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Skills Perception +6
Damage Immunities Cold
Senses Darkvision 60 ft, Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Aura of Protection. When a Creature friendly to the Tatzling makes a Saving throw within 10 ft of it the Creature has a +3 Bonus to the roll.

Disaster Prone. When the tatzling makes an ability check or attack roll and rolls a 1 on the d20, the results are often disastrous. The GM has great latitude when deciding the consequences of this trait triggering.

Growth 3. The Tatzling has 3 additional Hitpoints for each Hit die.

Actions

Multiattack. The Tatzling makes 2 attacks; one with its Bite, and one with its Claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 10 (1d12 + 4) Piercing damage. 

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) Slashing damage. 

Slowing Glare (Recharge 5-6). Each Creature of the Tatzling choice it can see within a 40 ft cone must succeed on a DC 15 Constitution Saving Throw or be affected by the Slow spell for 1 Minute. A Creature can repeat this saving thow at the end of its turn, ending the effect on a success.

Freezing Blast (Recharge 6). The Tatzling causes the surrounding temperature to plummet Forcing every Creature within 20 ft of it must make a DC 15 Constitution saving throw or take 35 (10d6) Cold damage on a Failure, or half as much on a success. Additionally the surface in that area becomes covered in a Thin sheet of ice that lasts for 1 minute, when the Ice appears each Creature in the area must succeed on a DC 15 Dexterity Saving throw or fall Prone A Creature that enters the area for the 1st time on its turn must also Succeed in the same Dexterity saving Throw, The Tatzling and other Tatzlings are immune to this effect.

Bonus Actions

Cold Demeanor (Recharge 4-6). The Tatzling Creates a Protective shield around itself, Granting it 12 Temporary Hitpoints for 1 Minute. If a Creature hits the Tatzling with a Melee attack while the Tatzling has these Hitpoints then the attacking Creature takes 4 Cold damage.

Reactions

Protect (3/Day). When a creature the tatzling can see attacks a target that is within 5 feet of the tatzling, it can impose disadvantage on the attack roll provided the attack is against a creature other than the tatzling.

Description

You know, mein experiments haf blöwn up in mein face far less since zis chappy has been helpink me in ze laboratory. But last night, I did see him slip on a patch of beer and knock over a broom, which hit Peeper und sent him flyink into Lut’s bar, knockink ovr every bottle ov rum she owns. Such an unfortunate kreature…

— Humperdink, Recently Lucky

With a distinctive lopsided horn, scales of a deep midnight hue, and a sinuous, eel-like body, it is hard to believe that the tatzel family is a close relative of the silver dragon. Though more introverted than their gregarious argent cousins, tatzelwurms and their biomantic counterparts, tatzlings, are just as friendly towards those in need.

Widely regarded as a sign of impending doom and misfortune, superstitious folk the world over ward their homes against these sleek shadow-cats. This is to the villagers’ detriment, however; tatzlings have the unique ability to draw bad luck from others. In fact, it is this aspect that makes a tatzling such a great protector and causes its most innocent failures to become disastrous.

These Tatzlings often Have more improvements and are typically Accompanied by Tamers, tho Many can just as easily be found in the wild.

Tatzling Alphas are Tatzlings who have Matured in ways Few Tatzlings ever do, achieving peak Physical and Magical ability, their Bodies Larger and their Power More Potent than Most adult Tatzlings.

Erikson

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