Tatzelwurm Species in Etheria | World Anvil
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Tatzelwurm

The Omen of Disaster

Concept and art by JessJackdaw

Tatzelwurm by Jess Jackdaw
 
Herein is the unfortunate circumstance of the Tatzelwurm: a Drake with gleaming dark scales, a winding body of pure muscle, a silken mane of lavender-silver fur, deep sanguine-red eyes, hooked talons, and scythe-like horns which alternately frame its feline face, the Tatzelwurm is doubtlessly ferocious-appearing. Based on outward appearance alone, one would be hard-pressed to confidently say that the Tatzelwurm also possesses the tenderest of hearts. Appearances can (and are in this case) incredibly deceiving. These draconic shadowcats reside in frigid tundras, icy mountains, and winter-grasped forests close to humanoid settlements and often form a mutual bond with the inhabitants of such settlements. The Tatzelwurm, acting like an oversized St. Bernard though far more intelligent, protects travelers from the dangers of the frozen wastes, while the nearby town, in turn, provides food offerings and small shelters for the guardian.   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. Let’s hold out hope that the group does not judge a beast by its dark scales, though, and mistake a magnanimous friend for a bitter enemy.  

Tatzelwurm CR: 5

Large dragon, lawful good
Armor Class: 16 (Natural Armor)
Hit Points: 51hp 6d10+18
Speed: 50 ft , burrow: 15 ft , climb: 30 ft

STR

18 +4

DEX

16 +3

CON

16 +3

INT

9 -1

WIS

13 +1

CHA

7 -2

Skills: Perception +4, Stealth +5, Acrobatics +6
Damage Immunities: Cold
Condition Immunities: Paralyzed
Senses: Tremorsense 45, Passive Perception 15
Languages: Draconic; Common, Elven, Dwarvish, Gnomish, Aquan (can understand but cannot speak)
Challenge Rating: 5

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: 8 (1d8 + 4) slashing damage plus 4 (1d8) 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 4 (1d8) 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.

Suggested Environments

Arctic, Forest, Mountain

Basic Information

Anatomy

With a long winding body of solid muscle, relatively short legs by comparison, and cat-like litheness and grace to match its feline head, the Tatzelwurm is a fearsome predator capable of incredible bursts of speed and feats of agility that enable it to pounce, leap, and dash amazing distances. Despite its numerous serpentine features and its reptilian manner of reproduction, like all dragons, the Tatzelwurm is far more feline than reptile: it is warm-blooded; it locomotes by placing its rear foot where its front foot was previously, much like most stalking feline predators; it possesses an eye composition similar to felines, although far more complex; and largely behaves much more like domestic or wild cats and is thus much easier to handle than most snakes. Another trait which the Tatzelwurm shares with other dragons is a breath weapon, in this case one which takes the from of a cone-shaped spray of mild neurotoxic gas that temporarily paralyzes foes. Unique to the Tatzelwurm, though, is the venom stored within its fangs which, when injected, will not cause toxic necrosis like most other forms of venom but rather frostbite.

Ecology and Habitats

Tatzelwurms fare best in those liminal and inhospitable areas of the world where the settlement of humanoids is a hairsbreadth shy of impossible. As such, they make their home high in blizzard-ravaged mountains, deep in snow-swept wastes, and in the heart of frigid boreal forests, though not too far away from those settlements over which it acts as a guardian.

Dietary Needs and Habits

Like all dragons, the Tatzelwurm is omnivorous and capable of eating nearly anything, though it prefers a carnivorous diet. A cunning solitary hunter, the Tatzelwurm uses its environment to its advantage, leaping over chasms, climbing sheer rock faces, and pouncing from tree to tree to stay one step ahead of its prey which quickly tires out in treacherous terrain as it tries to escape the lithe and swift predator that knows its habitat far better. While the Tatzelwurm's diet chiefly consists of fish, birds, rodents, and deer, it is not uncommon for a Tatzelwurm's meals to be heavily supplemented by offerings left by the inhabitants of the settlements which it lives nearby and guards.

Additional Information

Average Intelligence

Though nowhere near as intelligent as their far larger and more notorious cousins, Tatzelwurms are still incredibly smart, capable of understanding Draconic and all humanoid tongues. They are unable, however, to speak any language other than Draconic in which they are quite fluent, forcing them to communicate through gesticulation and animal noises. Despite their inability to speak a language other than that of their own species, Tatzelwurms are notoriously talented mimics and quick learners; they demonstrate self-awareness, problem-solving, complex feeling, innovation, and the ability to teach skills to others. This means that, on average, they possess an intelligence equivalent to that of most humanoids and make lively companions should a connection be forged with them.

Perception and Sensory Capabilities

The gem-like growth on its forehead and twin horns which curl in alternate directions about its face are actually highly-developed sensory organs which allow it to detect minute vibrations in the atmosphere indicative of an impending weather event or avalanche. Thusly equipped with what seems to hinterland inhabitants to be prognosticated knowledge, the Tatzelwurm often breaks its solitude in times of imminent calamity to warn those it guards, earning it a reputation as an omen of disaster.

Civilization and Culture

Major Language Groups and Dialects

  • Draconic
  • Humanoid tongues

Interspecies Relations and Assumptions

Tatzelwurms, despite being predominantly solitary creatures, foster beneficent relations particularly with humanoids, often acting as guides and guards for those who travel the harsh environment it calls home. In return, inhabitants of the settlements which Tatzelwurms live near tend to provide food offerings and small shelters for the guardian creature of the world's coldest regions.
Lifespan
300 - 450 years
Average Height
3'8" - 5'
Average Weight
450 - 600 lbs.
Average Length
7'4" - 11'10"

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