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GB 16 - Tatzlwyrm Den

pg 68   F10   Moderate 2   Islets create a ford across this section of the Skunk River, two of them connected by rubble and log jams. The islands make for a natural choke point,  but also serve as a nest for a pair of mated tatzlwyrms.
Creatures: One of the tatzlwyrms spends most of its time coiled leisurely upon the central island, sunning itself, while the other generally remains  hidden in the rubble, sleeping or digesting a meal. The first time the PCs explore this hex, roll a DC 11 flat check. On a failure, one of the tatzlwyrms is out hunting— otherwise, the PCs face both creatures and anger them into battle by their mere presence in their territory.   Treasure: DC 12 Perception:+1 cold iron longsword  (on skeleton in ruined scale mail)
  • Critical Success or digging through mud and rubble: 12gp 62sp pewter drinking stein (2gp), silver ring (7gp), jade carving of female elf (11gp), watertight scroll tube with map - can use Map the Area hexploration activity in Rostland and Greenbelt with +2 item bonus to Survival check for Map the Area.
   
Tatzlwyrm - Creature 2
COMMONNMEDIUMDRAGON

Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak Draconic (with a thick, hissing accent), but their ability to reason is limited and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don't expect to find a tatzlwyrm sitting atop a bed of coins.   Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention).   Tatzlwyrms don't work with kobolds, though—tatzlwyrms eat kobolds.   Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle.   When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, the wyrms usually need to grab their foes first and bring them close to their mouth.   Recall Knowledge - Dragon (Arcana): DC 16 Unspecific Lore: DC 14 Specific Lore: DC 11
Perception +8; darkvision
Languages Draconic
Skills Acrobatics +7, Athletics +8, Crafting +4, Intimidation +6, Stealth +7

STR +4 , DEX +1 , CON +3 , INT -3 , WIS +2 , CHA +0

Items Natural Camouflage A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when Sneaking, and it gains a +4 circumstance bonus to Hide.
AC 18
Saving Throws Fort +11, Ref +5, Will +8
HP30 - Immunities paralyzed, sleep
Speed 30', climb 30'
Melee Melee jaws +10 [+5/+0] (magical), Damage 1d8+6 piercing Melee claw +10 [+6/+2] (agile, magical), Damage 1d6+6 slashing
Special Abilities Poison Gasp The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude save; the creature takes a –2 circumstance penalty to this save if it's grabbed or flat-footed. The tatzlwyrm can't use Poison Gasp again for 2 rounds.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target takes 2d6 poison damage and is enfeebled 1 for 1 round.
Critical Failure The target takes 4d6 poison damage and is enfeebled 1 for 1 minute.

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