Large Dragon, Lawful Good
Armor Class 16 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 50 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Damage Immunities Cold
Senses Passive Perception 13
Languages Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Keen Hearing and Smell. The Tatzelwurm has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Tatzelwurm has advantage on an attack roll against a creature if at least one of the Tatzelwurm's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Tatzelwurm makes two attacks, one with its bite and one with its claws.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Frost Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 3 (1d6) cold damage and has disadvantage on the next attack roll it makes before the end of its next turn.

Breath Weapon (Recharge 5–6). The Tatzelwurm uses the following breath weapon.

Paralyzing Breath. The Tatzelwurm exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Herein is the unfortunate circumstance of the Tatzelwurm, a creature with gleaming dark scales, deep sanguine-red eyes, hooked talons, and a tender heart. These draconic shadowcats reside in frigid tundras close to human settlements, and often form a mutual bond with its inhabitants. The Tatzelwurm, acting like an oversized St. Bernard, protects travelers from the dangers of the frozen wastes, while the town, in turn, provides food offerings and small shelters for the guardian beast.

Adventurers may find on their path toward a Tatzel-warded town, rudimentary shrines that are mildly indicative of enlarged dog-houses and flayed game dangling from hooks hung on trees. Should a party find itself overwhelmed deep in the coldlands, a Tatzelwurm might carry them to the warmth of its den, but let’s hold out hope that the group does not judge a beast by its dark scales.

Monster Tags: Misc Creature

Environment: ArcticForestMountain

JessJackdaw

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