Tatzelwurm (5e Creature)
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Medium monstrosity, unaligned
Acid Blood. A creature that hits the tatzelwurm with an attack that deals piercing or slashing damage while within 5 feet of it takes 4 (1d8) acid damage. If the tatzelwurm dies, any creature standing within a 15 foot radius of the body takes this damage and the acid creates a pool that covers a 15-foot radius and disappears after 1 minute.
Multiattack. The tazelwurm makes two attacks but can use its bite and constrict only once each.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) peircing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the tatzelwurm can't constrict another target.
Poison Breath (Recharge 5-6). The tatzelwurm exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
A tatzelwurm slithers about through the nooks and crannies of the mountainsides overlooking the most bountiful of valleys. Scales cover the long, muscular snake-like body and venomous fangs sit within the mouth of its cat-like head.
Burning Blood. The tatzelwurm is known for stealth, cunning, and litheness, making it a dangerous predator in its own respect. A tatzelwurm generally has little to fear, even owlbears avoid them as their blood upon exiting the body becomes an acid that burns like fire and their breath reeks of noxious fumes.
Serpentine Feline. A tatzelwurm usually emerges at sunset and will stay out most of the night, spraying to mark it's territory, searching for mates, or looking for food to rap its coils around. These hunting grounds are mountainsides that are so jagged and uneven, that the rocky terrain creates a maze of twist and turns that the tatzelwurm may use for hunting or escape.
Slithering Companions. Despite their snake-like traits, tatzelwurms behave much more like domestic or wild cats and are thus much easier to handle than most snakes. While this is not advised for most due to the tatzelwurm's menagerie of poisonous traits and their acidic blood, with the right amount of food and enrichment an, an intelligent creature could gain a tatzelwurm as a companion, guardian, and pest controller. It is especially doable to tame a tatzelwurm if the tamer is raising it from an egg.
Tatzelwurm Origins. Much like owlbears, scholars debate on the origins of tatzelwurms, but unlike owlbears, most races can agree on a common theory. This theory is that a powerful wizard created them by crossing a domestic cat and some kind of venomous snake, to guard his scrolls and magic items. However, another theory that is growing in popularity is that when some of the first yuan-ti became such, they underwent rituals to allow their cats to join them.