Tatzlwyrm

Tatzlwyrms are semi-intelligent, draconic predators that haunt riversides and forested areas of the Stolen Lands. With their serpentine bodies and venomous breath, they are a significant threat to unwary travelers. Often territorial, they are known to guard their lairs fiercely, which frequently contain valuable treasures.

Tatzlwyrms are sleek, serpentine creatures with draconic features, including sharp claws and glowing eyes. They are of primal intelligence, though they lack the complex thought and reasoning of true dragons. Their color often blends with their environment, ranging from green to brown, offering excellent camouflage.

Tatzlwyrms are ambush predators, lurking near rivers and dense underbrush. They use their quick reflexes and venomous breath to incapacitate prey. Highly territorial creatures, they attack any creature that invades their domain, regardless of size or threat level.

  • 12 Pharast 4710 We first encountered two Tatzlwyrms near a riverbank while tracking Tuskgutter. Perched on a logjam, the two creature attacked when approached. The battle was brief but challenging, and coordinated strikes from the party quickly brought it down​.

  • 27 Pharast 4710 We encountered another group of Tatzlwyrms during our exploration east of Oleg’s Trading Post. These creatures posed less of a threat due to the party’s experience and preparedness, and they were dispatched with minimal effort​​.

FeatureDescription
TypeDragonkin
RiskModerate; a threat to unprepared or isolated travelers, particularly in ambush scenarios.
HabitatFound near riverbanks, logjams, and dense forests; territorial to their lairs.
BehaviorAmbush predators; attack intruders with venomous breath and claw strikes.
PerceptionKeen senses; adept at detecting movement and hiding in their environment.
StealthExcellent natural camouflage, blending seamlessly into foliage or river debris.
SpeedAgile and swift, using their serpentine bodies to maneuver quickly in battle and difficult terrain.
AttacksUtilize claws and venomous breath to incapacitate prey; venom causes fatigue and slows reactions.
DefensesHardy scales provide natural armor; resistant to poison and environmental hazards like water currents.
Special AbilitiesCapable of climbing and swimming with ease; breath weapon delivers a venom cloud that lingers briefly.