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Though rare, some Coral Dragons keep especially adapted tatzlwyrms as guardians of convenience for their reefs. The sinuous bodies of such tatzlwyrms can discreetly navigate reefs. While in top condition, these creatures can mimic the coral dragon's shimmering distractions. Just like the vain true Coral Dragons, however, Reefkeeper Tatzlwyrms are susceptible to flattery.
Recall Knowledge DC 18 • Dragon (Arcana)
Perception +9; darkvision
Languages Draconic
Skills Acrobatics +8, Athletics +9, Crafting +5, Intimidation +7, Stealth +6 (+10 in coral reefs)
Str +4, Dex +1, Con +3, Int -3, Wis +2, Cha +0
Reef Camouflage Within a reef, a tatzlwyrm can move at its full Speed when Sneaking, and it gains a +4 circumstance bonus to Stealth. Its stealth is worse than an average Tatzlwyrm otherwise.
Weak to Flattery While the tatzlwyrm has at least 25 hit points, creatures can attempt a DC 17 Diplomacy check with the linguistic trait as a single action to distract it. On a success, the tatzlwyrm is off-guard and has a -2 penalty to Will saves until it takes damage, it gains a negative condition, or its turn ends. On a critical success, the penalty is -4.
AC 19; Fort +12, Ref +6, Will +9
HP 45; Immunities paralyzed, sleep
Speed 25 feet, swim 50 feet
Melee jaws +10 (magical), Damage 1d8+8 piercing
Melee claw +10 (agile, magical), Damage 1d6+8 slashing
Kaleidoscopic Flourish (flourish, visual) Requirement The tatzylwyrm has at least 25 hit points; Effect The tatzlwyrm flaunts is shimmering scales. Adjacent creatures make a Fortitude save; if it's grabbed by the tatzylwyrm, the creature takes a –2 circumstance penalty to this save. Regardless of the outcome, the creature is temporarily immune to the tatzylworm's kaleidoscopic flourish for 1 minute.
Critical Success The target is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round.
Critical Failure The creature is blinded for 1 round and dazzled for 3 rounds.
Hydraulic Spout (water) The tatzlwyrm belches a small blast of water directly toward an adjacent creature. It attempts a DC 17 Fortitude save; The tatzlwyrm can't use Hydraulic Spit again for 2 rounds.
Critical Success The target is unaffected.
Success The target is pushed 5 feet.
Failure The target takes 2d8 bludgeoning damage and is pushed 10 feet.
Critical Failure As failure but double damage and distance.
Conspiratorial scouts are tatzlwyrms with slightly elevated intelligence. Enticed or tricked into service by conspirator dragons, these tatzlwyrms serve as extra eyes and ears. But best of all, they make good decoys! Unfortunately, they have a tendency to forget which side they truly serve.
Recall Knowledge DC 19 • Dragon (Arcana)
Perception +11; darkvision
Languages Common, Draconic, two other regional languages
Skills Acrobatics +8, Athletics +7, Deception +12, Stealth +10
Str +4, Dex +1, Con +3, Int -2, Wis +2, Cha +0
Multilingual Conspiratorial scouts learn common and two additional languages, allowing them to blend into society.
Confused Identity The conspiratorial scout has a -2 status penalty to saves against effects that apply the confused or controlled condition.
AC 21; Fort +14, Ref +8, Will +11
HP 60; Immunities paralyzed, sleep
Slink Away! Frequency Once per day; Trigger The tatzlwyrm's disguise ends or it is critically hit; Effect If the tatzlwyrm's disguise was just broken, it can use Smoke Puff. It then strides or hides.
Speed 30 feet, Climb 30 feet
Melee jaws +13 (magical), Damage 2d8+7 piercing
Melee claw +13 (agile, magical), Damage 2d6+7 slashing
Clever Contortion (manipulate, occult, polymorph) The tatzlwyrm changes shape (Monster Core pg. 358) into a medium creature over the course of 1-minute, during which it is off-guard. If the process is interrupted, the tatzylworm loses all progress toward changing shape. If the tatzlwyrm takes a critical hit, the disguise ends. The tatzlwyrm can also end the disguise as a single change shape action.
Smoke Puff (occult) The tatzlwyrm belches a 5-foot emanation of smoke. Creatures within the smoke are concealed, and all creatures are concealed to them. The smoke remains for 5 rounds or until dispersed by strong wind. The tatzlwyrm can't use Smoke Puff again for 2 rounds.
Squirm When the conspiratorial scout fails, but not critically fails, an escape attempt, its multiple-attack penalty does not increase and it can stride or crawl 5 feet. The movement ignores immobilize, but it must remain within range of the immobilizing effect.
Some tatzlwyrms imitate the fury of their greater cousins. Others imitate their whimsy. Unlike a normal tatzlwyrm, a whimsywyrm's scales are more colorful and do not grant it stealth bonuses. They follow in the Delight Dragon's passion for art and inherit a drop of their power to impart overwhelming ecstasy.
Recall Knowledge DC 18 • Dragon (Arcana)
Perception +9; darkvision
Languages Draconic
Skills Acrobatics +9, Athletics +8, Intimidation +5, Performance +8, Stealth +7
Str +4, Dex +1, Con +3, Int -3, Wis +2, Cha +0
Lover of Arts Checks against this tatzlwyrm to change its attitude using Diplomacy can be attempted with Performance instead.
AC 19; Fort +12, Ref +6, Will +9
HP 45; Immunities paralyzed, sleep
Speed 30 feet, Climb 30 feet
Melee jaws +10 (magical), Damage 1d8+8 piercing
Melee claw +10 (agile, magical), Damage 1d6+8 slashing
Bubbly Burp (water) The tatzlwyrm unleashes a stream of bubbles in a 15-foot line. Creatures in the area make a DC 17 Will save; The tatzlwyrm can't use Bubbly Burp again for 2 rounds.
Success The target is unaffected.
Failure The target takes 1d6+1 spirit damage and spends its next action leaping for joy (in a direction of its choice). It is off-guard and cannot delay or use reactions until it performs the leap.
Critical Failure As failure but double damage, and it spends its two actions leaping.
Squirm As conspiratorial scout.
Some tatzlwyrms are blessed with arcane talent or guided by their greater cousins toward higher knowledge. For most tatzlwyrms, control does not come easily. Both the Bouncing Tatzlwyrm and Phasewyrm represent the great potential. But their lack of control often results in their arcane tricks being turned against them.
Recall Knowledge DC 19 • Dragon (Arcana)
Perception +11; darkvision
Languages Draconic
Skills Acrobatics +8, Athletics +7, Deception +12, Stealth +10
Str +4, Dex +1, Con +3, Int -2, Wis +2, Cha +0
AC 21; Fort +14, Ref +8, Will +11
HP 60; Immunities paralyzed, sleep
Force Bounce Trigger The tatzlwyrm uses force ball; Effect The tatzlwyrm flies 10 feet in the opposite direction of its force ball.
Speed 30 feet, Climb 30 feet
Melee jaws +13 (magical), Damage 2d8+7 piercing
Melee claw +13 (agile, magical), Damage 2d6+7 slashing
Ranged force ball +12 (force, range increment 10 feet), Damage 2d4+5 force
Stoppable Onslaught (arcane, force) Frequency Once per 3 rounds; Effect The tatzlwyrm gathers energy and surges across the battlefield after a brief delay. The tatzlwyrm's turn ends. At the start of the tatzlwyrm's next turn, it flies up to 60 feet in a straight line, then unleashes a blast of force in a 15-foot emanation, dealing 3d4+3 force damage with a basic Fortitude save. Targets that fail are pushed away 5 feet, increased to 10 feet on a critical failure.
If a creature grabs or shoves the tatzlwyrm before it launches itself, they can decide the distance (up to 60 feet) and direction of the ability instead of the tatzlwyrm. Prioritizing the decision of the latest creature.
Recall Knowledge DC 19 • Dragon (Arcana)
Perception +11; darkvision
Languages Draconic
Skills Acrobatics +8, Athletics +7, Deception +12, Stealth +10
Str +4, Dex +1, Con +3, Int -2, Wis +2, Cha +0
AC 21; Fort +14, Ref +8, Will +11
HP 48; Immunities paralyzed, sleep
Instinctive Displacement (Arcane, Teleportation) Trigger The phasewyrm is reduced to 40 or fewer hit points. Effect It comes under the effects of Flicker at 4th level. However, at the end of its turns, the direction of its next teleportation due to Flicker is indicated by a visible warping of light and space, allowing other creatures to predict its next destination.
Speed 25 feet, Climb 30 feet
Melee jaws +13 (magical), Damage 2d6+6 piercing plus Dislocating Bite
Melee claw +13 (agile, magical), Damage 2d4+6 slashing
Dislocating Bite (arcane, teleportation) Requirements The phasewyrm's last action was a successful Strike that lists Dislocating Bite in its entry; Effect The target of the required strike takes 1d6+1 bludgeoning damage and is forcefully teleported based on its Will save.
Success The target takes half damage and can choose to be teleported 5 feet directly away from the phasewyrm, to swap places with it, or to not be teleported at all.
Failure The target takes full damage and is teleported up to 5 feet in the direction of the phasewyrm's choice, or the phasewyrm swaps places with it.
Critical Failure As failure, but double damage and up to 10 feet.
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