Medium dragon, neutral evil

Armor Class 15 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 40 ft., climb 30 ft.

17 (+3) 14 (+2) 16 (+3) 5 (–3) 12 (+1) 11 (+0)

Saving Throws Dex +5, Con +6, Wis +4
Skills Perception +4, Stealth +5
Damage Immunities poison
Condition Immunities poisoned, prone
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3


  • Poisonous Blood. A tatzelwurm’s blood is as toxic as its venomous bite. When the Tatzelwurm takes piercing or slashing damage, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (2d4) poison damage. A creature that consumes the flesh of a tatzelwurm must succeed on a DC 14 Constitution saving throw or be poisoned for 8 hours.
  • Pounce. If the tazelwurm moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be forced prone. If the target is prone, the tazelwurm can make one Bite attack against it as a bonus action.


  • Multiattack. The tatzelwurm makes one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 5 (2d4) poison damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.
  • Poisonous Breath (Recharge 6). The tatzelwurm exhales a cloud of poisonous vapor in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The tatzelwurm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The tatzelwurm regains spent legendary actions at the start of its turn.

  • Move. The tatzelwurm moves up to half its speed without provoking opportunity attacks.
  • Angry Hiss (Costs 2 Actions). The tatzelwurm gives a loud, menacing hiss. Each creature within 30 feet of the tatzelwurm must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
  • Tail Slap (Costs 2 Actions). The tatzelwurm swings its tail in a wide arc around it. Each creature within 10 feet of the tatzelwurm must succeed on a DC 14 Strength saving throw or be forced prone.


The yellow-eyed dog barks at the end of the alley. Suddenly its flesh expands, revealing a giant maw in its chest and taloned limbs where its legs once stood. The flesh is a formless parasite which begins life as a bizarre lump of pulsating tissue. This mass infests the body of a slain creature, animating the host and mimicking its mannerisms. The only evidence a creature has been inhabited by the flesh is the strange, yellow gleam in the host’s eyes. When it is ready to strike new prey, the flesh warps and reshapes its host into a living weapon.

An Impostor Among Us. When it inhabits a host, the flesh retains only the creature’s basic memories, which helps it blend in with its surroundings while seeking its next victim. It infiltrates the host’s social circles, picking off each member one by one until it has consumed them all.

Evolving Threat. When the flesh attacks, it reveals its true form in a grotesque display of warped physiology, the host’s body becoming a twisted mockery of its former form. However, once it has revealed its true form, the flesh must kill and infect another victim to adopt a new disguise.


This draconic creature’s serpentine tail whips sinuously back and forth as the beast rushes forward on two short, taloned legs.

Despite its scaly skin, its head resembles a cat’s, and its forked tongue darts from a fanged mouth leaking acrid vapors.

Though lesser dragons, tatzelwurms are nonetheless vicious, dangerous predators. Most inhabit forested hills and mountains, lairing in natural caves, hollow trees, or deadfalls.

Some tatzelwurms lair in abandoned mines, and in some cases even chase miners out of a preferred site.

Setting Out Bait. Their hunting methods vary, but many tatzelwurms use bait to lure prey into an ambush, setting out piles of fruit, grains, carrion, or even treasure to attract food into their clutches. They pounce from hiding, coiling their snake-like body and releasing it like a spring, allowing for jumps that rival those of great cats. Others prefer to drop from trees onto prey.

Whistles and Hisses. The tatzel wurm is known for its horrible shrieks, low whistles, and hisses, and these noises can distract or frighten foes. Mounted riders find their mounts may be scared off or may rear on hearing a tatzelwurm’s hiss. These sounds are also used as a warning to rivals and in mating season to attract mates.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

This is not the complete section 15 entry - see the full license for this page