Reign of Winter
Heavy Snowdrift (CR 3)
After the bandits attempt to slay any who might impede their progress or take their treasure, you continue on with cautious strides through the ever thickening forest. Less and less do you hear the sounds of birds as you press on, and the local fauna seems all but gone otherwise.
The snow becomes increasingly deep in this part of the forest, where a windswept gully carves a path through a tree-covered ridge. A soft cascade of snow falls from an overhead branch, hissing softly as it strikes the ground.
Because of the deep snowdrifts in the gully, entering a snow-covered square requires 4 squares of movement.
Moving down into the gully is cumbersome, but it seems to be the only way to follow the trail. Your feet sink deeply down into the snow, almost up to your thighs in fact, which hampers your movement considerably.
Currently there is a Tatzlwyrm following the group. Fynn does not need a perception check to locate things in the range of his blindsense, but he cannot tell exactly where they are either, he just knows something new is behind the group.
Fynn’s Blindsense: You sense something coming up behind the group…
If Fynn Reveals the Presence of the Tatzlwyrm:
DC 29 Perception: Sight
As you look around you, you see a vague, serpentine outline in the snow. White against white, it’s barely visible at all.
If they DO see it:
Just as you spot the outline it quickly uncoils itself and releases a rattling hiss from deep within its scaly body. Pure white with bright yellow eyes, this creature looks like a cross between a huge snake and a dragon, with two small stunted legs in the front and leathery fins jutting out from its cheeks and along its back. As it rears up it snarls at you, revealing an icy blue interior to its mouth and dripping fangs like knives line its powerful jaws.
If the DON’T see it:
Little do you realize that a beast is uncoiling itself quickly, and before you can react you hear a rattling hiss from somewhere behind you. Spinning around you finally see it; pure white with bright yellow eyes. This creature looks like a cross between a huge snake and a dragon, with two small stunted legs in the front and leathery fins jutting out from its cheeks and along its back. As it rears up it snarls at you, revealing an icy blue interior to its mouth and dripping fangs like knives line its powerful jaws.
DC 12 Knowledge Arcana:
This creature is a Tatzlwyrm. Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart.
DC 17 Knowledge: Arcana
Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.
DC 22 Knowledge: Arcana
Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can’t compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms’ limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.
DC 27 Knowledge: Arcana
Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm’s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.
The tatzylwyrm is clever enough to go for the most unarmored and weakest looking specimen first. This means that it will likely aim for Hisami or Fynn first. Then it pounces and rakes before grappling with its grab ability. Thereafter, it uses its poison gasp to weaken a victim before dragging them under the snow to suffocate them.
If driven out of the gully, the tatzylwyrm climbs the nearest tree, carrying anyone still caught in its coils. If the tatzylwyrm is slain while holding someone in a tree, the victim must succeed at a DC 18 Reflex save to catch themselves on a tree branch or they take falling damage. Remember that a tatzylwyrm has a climb speed so it doesn’t take penalties for climbing. To secure its prey, the tatzlwyrm will fight to the death.
The tatzlwyrm fights viciously, but eventually it is indeed slain. It’s entire body shivers as its coils finally stop moving, it’s opalescent white scales highlighted with the freshly spilled blood of the battle and its gaping maw yawning in one final, defiant snarl.