Tatzlwyrm — The Clawed Dragon of the Alps

Two-forelimbed wingless Tatzlwyrm stalking an Alpine forest
A small Alpine dragon can close a mountain pass without ever showing itself.

The shepherd’s goats came home without him. On the blocked pass a skinned rabbit lies neatly on a flat stone, while two claw marks score the overhanging fir. Something in the branches has arranged a reason for the next traveller to stop.

The tatzlwyrm is a short-limbed, wingless dragon of the Alpine forest: a heavy serpentine body, a feline or draconic head and two clawed forelimbs built for climbing. It waits in cover, seizes prey in its jaws and delivers a close-range poison gasp only after holding its victim. Hunters who can break that hold can often drive it back to the rocks.

Traditional Tatzelwurm, Stollenwurm and Bergstutz accounts vary by valley. Pathfinder’s CR 2 creature is a specific fantasy interpretation; the exceptional Large Mountain Warden below preserves the stronger monster from the earlier entry as a separate original variant.

Tatzlwyrm Stat Blocks — Four Editions

Choose one edition. Each tab now contains a standard tatzlwyrm and a distinct Mountain Warden variant. The Pathfinder 1e base creature is the published CR 2 dragon from Bestiary 3; every Mountain Warden, including Pathfinder’s CR 6 version, is original campaign content.

Tatzlwyrm — D&D 2024

Medium Dragon, Neutral · CR 2 (450 XP; PB +2) · Original conversion

AC 15 (natural armor); Initiative +2 (12); HP 52 (8d8 + 16); Speed 30 ft., Climb 30 ft.

STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)5 (−3)14 (+2)10 (+0)

Saving Throws Dex +4, Wis +4; Skills Athletics +5, Perception +4, Stealth +6; Senses Darkvision 60 ft., Passive Perception 14; Languages understands Draconic but cannot speak.

Traits

Cliff Camouflage. Advantage on Dexterity (Stealth) checks among scree, foliage or broken stone. Ambush Leap (1/Turn). After moving at least 10 feet towards a target, if the Bite hits it must succeed on a DC 13 Strength saving throw or fall Prone.

Actions

Multiattack. The tatzlwyrm makes one Bite and one Claw attack.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage; a Medium or smaller creature must succeed on a DC 13 Strength saving throw or be Grappled (escape DC 13). The tatzlwyrm can hold only one creature this way.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Poison Gasp. One living creature that was grappled by the tatzlwyrm at the start of its turn makes a DC 12 Constitution saving throw, taking 7 (2d6) Poison damage and becoming Poisoned until the end of its next turn on failure, or half damage without the condition on success. This replaces Multiattack, and cannot be used on the turn a grapple first begins.

Original 2024 campaign conversion, not an official D&D monster.

Mountain Warden — D&D 2024

Large Dragon, Neutral · CR 6 (2,300 XP; PB +3) · Original stronger variant

AC 16 (natural armor); Initiative +3 (13); HP 152 (16d10 + 64); Speed 40 ft., Climb 30 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)8 (−1)14 (+2)10 (+0)

Saving Throws Dex +6, Con +7, Wis +5; Skills Athletics +7, Perception +5, Stealth +6; Senses Darkvision 60 ft., Passive Perception 15; Languages understands Draconic.

Traits

Stonewise. Nonmagical difficult terrain composed of loose stone does not cost the warden extra movement.

Actions

Multiattack. The warden makes one Bite and two Claw attacks.

Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage; a Large or smaller creature must succeed on a DC 15 Strength saving throw or become Grappled (escape DC 15). It can hold one creature this way.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage.

Tail Sweep (Recharge 5–6). Every creature in a 15-foot Cone makes a DC 15 Dexterity saving throw, taking 18 (4d8) Bludgeoning damage and falling Prone on a failure, or half damage without falling Prone on success.

Poison Gasp. One creature already grappled by the warden at the start of its turn makes a DC 15 Constitution saving throw, taking 21 (6d6) Poison damage and becoming Poisoned until the end of its next turn on failure; success halves damage and prevents the condition. This replaces Multiattack.

Reaction

Evasive Retreat. When a creature the warden can see misses it with an attack, the warden can move up to 15 feet without provoking Opportunity Attacks from that creature.

The larger Warden is a preserved original higher-level concept, not the published PF1e dragon. Its CR 6 is a playtest target.

Tatzlwyrm — D&D 2014

Medium dragon, neutral · Challenge 2 (450 XP) · Original conversion

Armor Class 15 (natural armor); Hit Points 52 (8d8 + 16); Speed 30 ft., climb 30 ft.

STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)5 (−3)14 (+2)10 (+0)

Saving Throws Dex +4, Wis +4; Skills Athletics +5, Perception +4, Stealth +6; Senses darkvision 60 ft., passive Perception 14; Languages understands Draconic but cannot speak.

Traits

Cliff Camouflage. Advantage on Dexterity (Stealth) checks in dense growth, scree or broken rock. Ambush Leap. Once per turn, after moving at least 10 feet towards a creature, a successful bite forces a DC 13 Strength save or the target falls prone.

Actions

Multiattack. One bite and one claw attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage; a Medium or smaller target must succeed on a DC 13 Strength saving throw or become grappled (escape DC 13). It can hold one creature this way.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Poison Gasp. A living creature it was already grappling at the start of its turn makes a DC 12 Constitution save, taking 7 (2d6) poison damage and becoming poisoned until the end of its next turn on failure; success halves damage with no condition. This action replaces Multiattack.

Mountain Warden — D&D 2014

Large dragon, neutral · Challenge 6 (2,300 XP) · Original stronger variant

Armor Class 16 (natural armor); Hit Points 152 (16d10 + 64); Speed 40 ft., climb 30 ft.

STRDEXCONINTWISCHA
18 (+4)16 (+3)18 (+4)8 (−1)14 (+2)10 (+0)

Saving Throws Dex +6, Con +7, Wis +5; Skills Athletics +7, Perception +5, Stealth +6; Senses darkvision 60 ft., passive Perception 15; Languages understands Draconic.

Traits

Stonewise. Loose-stone difficult terrain does not cost it extra movement.

Actions

Multiattack. One bite and two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage; a Large or smaller creature must succeed on a DC 15 Strength save or become grappled (escape DC 15). It can hold one creature this way.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail Sweep (Recharge 5–6). Creatures in a 15-foot cone must make a DC 15 Dexterity save, taking 18 (4d8) bludgeoning damage and falling prone on failure, or half damage and no prone condition on success.

Poison Gasp. One creature the warden was already grappling at the start of its turn must make a DC 15 Constitution save, taking 21 (6d6) poison damage and becoming poisoned until the end of its next turn on failure, or half damage and no condition on success. Replaces Multiattack.

Reactions

Evasive Retreat. When a creature it can see misses it with an attack, the warden moves up to 15 feet without provoking opportunity attacks from that creature.

Original 2014 monsters. The stronger Warden is separate from the published CR 2 Pathfinder creature.

Tatzlwyrm — Pathfinder 1e

CR 2 · XP 600 · N Medium dragon · Published Bestiary 3 p. 261

Init +2; Senses darkvision 60 ft., low-light vision; Perception +8.

Defense

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural); hp 22 (3d12+3); Fort +4, Ref +5, Will +5; Immune paralysis, sleep.

Offense

Speed 30 ft., climb 30 ft.; Melee bite +5 (1d8+3 plus grab); Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2).

Statistics

Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11; Base Atk +3, CMB +5 (+9 grapple); CMD 17 (can’t be tripped).

Feats Nimble Moves, Stealthy; Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, Stealth +10 (+16 in dense vegetation); Racial Modifiers +6 Stealth in dense vegetation; Languages Draconic.

Ecology

Environment any forests; Organization solitary or nest (2–5); Treasure standard.

Special Abilities

Poison Gasp (Ex). The tatzlwyrm must already be grappling at the start of its turn to breathe poison into its victim’s face in place of a bite or rake attack. It cannot start a grapple and use this power on the same turn.

Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Strength damage; cure 1 save; DC is Constitution-based.

Tactics

It attacks from concealment, begins a grapple with its bite and delivers the poison only on a subsequent turn. Its +9 grapple CMB and climbing speed are its primary threats.

Published Pathfinder Roleplaying Game Bestiary 3 p. 261, © 2011 Paizo Publishing, LLC; OGL v1.0a. This version uses Strength damage in the poison, distinguishing it from some earlier appearances.

Mountain Warden — Pathfinder 1e

CR 6 · XP 2,400 · N Large dragon · Original campaign variant (not a Paizo-published monster)

Init +6; Senses darkvision 60 ft., low-light vision; Perception +10.

Defense

AC 19, touch 11, flat-footed 17 (−1 size, +2 Dex, +8 natural); hp 76 (8d12+24); Fort +9, Ref +8, Will +8; Immune paralysis, sleep.

Offense

Speed 40 ft., climb 30 ft.; Melee bite +12 (2d6+7 plus grab); Special Attacks poison gasp (Fort DC 17), pounce, rake (2 claws +12, 1d6+5); Special Qualities stonewise.

Statistics

Str 20, Dex 14, Con 16, Int 5, Wis 14, Cha 10; Base Atk +8; CMB +14 (+18 grapple); CMD 26 (can’t be tripped); Feats Improved Initiative, Nimble Moves, Power Attack, Stealthy; Skills Climb +21, Escape Artist +4, Perception +10, Stealth +8 (+14 in dense vegetation); Racial Modifiers +6 Stealth in dense vegetation; Languages Draconic.

Ecology

Environment temperate or cold mountain forests and high passes; Organization solitary or nesting pair (2); Treasure double standard, commonly hidden among bones and rock crevices.

Special Abilities

Poison Gasp (Ex). While grappling, the Warden can breathe poisonous vapor into the held creature’s face in place of a bite or rake attack. It must begin its turn already grappling that creature; a new grab cannot immediately deliver poison. Warden poison: breath—inhaled; save Fort DC 17; frequency 1/round for 2 rounds; effect 1d3 Str damage; cure 1 save. The save DC is Constitution-based (10 + ½ its 8 HD + 3 Con).

Stonewise (Ex). The Warden moves through nonmagical loose-stone and scree difficult terrain at its normal speed. This does not eliminate other terrain hazards, required Climb checks, or falling damage.

Pounce and Rake (Ex). On a charge, the Warden can make a full attack and attempt its two rake attacks (+12, 1d6+5 each). It can also rake as normal when grappling. It does not automatically gain bonus attacks during a standard-action bite.

Combat and Encounter Use

The Warden occupies a bottleneck above a mountain trail and charges down from cover when a traveller approaches its nest. It uses its bite to grapple and its next turn to poison prey, or uses pounce and rake if surrounded. Its climb speed and mastery of scree are tactical strengths, not supernatural flight. A nest of young or additional tatzlwyrms should count as separate encounter creatures.

Original CR 6 Mountain Warden: A separate campaign monster built with Pathfinder 1e monster-creation rules; not published by Paizo. Its challenge rating is an encounter-design target pending playtesting.

Tatzlwyrm — D&D 3.5e

Medium Dragon · Original CR 2 campaign conversion

Size/TypeMedium Dragon
Hit Dice3d12+3 (22 hp)
Initiative+2
Speed30 ft. (6 squares), climb 30 ft.
Armor Class15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple+3/+5
AttackBite +5 melee (1d8+3 plus improved grab)
Full AttackBite +5 melee (1d8+3 plus improved grab)
Space/Reach5 ft./5 ft.
Special AttacksImproved grab, poison gasp, pounce, rake (2 claws +5 melee, 1d4+1)
Special QualitiesDarkvision 60 ft., low-light vision, immunity to sleep and paralysis
SavesFort +4, Ref +5, Will +5
AbilitiesStr 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11
SkillsClimb +10, Hide +10, Listen +7, Move Silently +10, Spot +7
FeatsAlertness, Stealthy
EnvironmentAlpine forests and wooded ravines
OrganizationSolitary or nest (2–5)
Challenge Rating2 (original conversion; playtest target)
TreasureStandard
AlignmentUsually neutral
Advancement4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment—

Combat

Improved Grab (Ex). After its bite hits a Medium or smaller opponent, it may try to start a grapple as a free action (+5) without provoking an attack of opportunity. The Pathfinder +4 grab bonus does not carry over to this conversion.

Poison Gasp (Ex). One living creature already grappled at the start of the tatzlwyrm’s turn: inhaled poison, Fort DC 12, initial 1d2 Strength damage, secondary 1d2 Strength damage after 1 minute. This is a standard action replacing its attack; DC is 10 + half of 3 HD rounded down + 1 Con.

Pounce (Ex). At the end of a charge, the creature may make a full attack, including rake attacks. Rake (Ex). It may use two claws (+5 melee, 1d4+1 damage) during a pounce or grapple, not during a normal single-bite Full Attack.

Mountain Warden — D&D 3.5e

Large Dragon · Original CR 6 variant

Size/TypeLarge Dragon
Hit Dice10d12+30 (95 hp)
Initiative+6
Speed40 ft. (8 squares), climb 30 ft.
Armor Class17 (−1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple+10/+19
AttackBite +14 melee (2d6+7 plus improved grab)
Full AttackBite +14 melee (2d6+7 plus improved grab)
Space/Reach10 ft./5 ft. (10 ft. with bite)
Special AttacksImproved grab, poison gasp, pounce, rake (2 claws +14 melee, 1d6+2)
Special QualitiesDarkvision 60 ft., low-light vision, immunity to sleep and paralysis
SavesFort +10, Ref +9, Will +9
AbilitiesStr 20, Dex 14, Con 16, Int 6, Wis 14, Cha 10
SkillsClimb +13, Hide +13, Listen +17, Move Silently +17, Spot +17
FeatsAlertness, Improved Initiative, Power Attack, Stealthy
EnvironmentAlpine passes and high forests
OrganizationSolitary
Challenge Rating6 (original Warden; provisional)
TreasureDouble standard
AlignmentUsually neutral
Advancement11–15 HD (Large)
Level Adjustment—
Combat

Improved Grab (Ex). The Warden’s bite can grapple a Large or smaller foe (+19) without provoking an attack of opportunity.

Poison Gasp (Ex). One living creature already held at the beginning of its turn: inhaled poison, Fort DC 18, initial 1d2 Strength damage, secondary 1d2 Strength damage after 1 minute. This replaces its attack; DC = 10 + ½ of 10 HD + 3 Con.

Pounce and Rake (Ex). It can make a full attack at the end of a charge, including two claws (+14 melee, 1d6+2 each), or use those claws while grappling. Its normal Full Attack is one bite, not iterative natural attacks.

Both are original conversions using D&D 3.5e SRD dragon rules under OGL v1.0a, and are not published 3.5e monsters.

What Is Happening Right Now?

Winter salt caravans have stopped reaching the village beyond the high pass. A reeve blames smugglers, but the caravan’s cloth hangs from a dead pine seventy feet above the track. A nesting tatzlwyrm has learned to use coloured scraps and rabbit carcasses as bait. The missing toll ledger is in its den: recovering it will clear an innocent man, yet opening the nest at the wrong hour exposes the next shepherd to the same trap.

Behaviour, Clues and Counterplay

Behaviour. It waits in trees or rock clefts where travellers must slow down; its first bite establishes a hold, and a poisonous gasp follows only when the victim remains trapped. It does not stalk openly like a great dragon. The short clawed forelimbs are for climbing and purchase, not humanoid walking.

Signs. A stripped goat hide lodged six feet up a fir, paired claw marks without hind-footprints, a conveniently placed rabbit carcass and an acrid mineral smell near an overhang. Describe these before a fight so the party has meaningful options.

Counterplay. Send a decoy, watch the overhang, move bait without standing below it, force the beast into a clearing, or pull a grappled companion free with ropes. A lone hungry predator can retreat; a parent defending its clutch is harder to dislodge. A Warden fights for a territorial spring and controls an entire gorge.

Ecology. The dragon shelters in hollow trees, caves and broken rock. It sometimes draws prey with bright scraps or bait. Bones, little glass ornaments and hoarded metal fittings tell adventurers what it has eaten; not every nest contains a valuable hoard.

Alpine Tatzlwyrm in a wooded mountain setting
A wingless dragon blends into the forested rocks.
Tatzlwyrm emerging from Alpine shadows
The first clue may be two claws scraping the stone.

Encounter: The Road Beneath the Fir

Scene: A fallen fir blocks a narrow cart track. An injured courier is pinned beneath a wagon on its far side. A bright parcel hangs beyond the edge of a gorge; the tatzlwyrm waits in the exposed root mass overhead.

Clues: Two-clawed scratches and an untouched rabbit show that the dangling parcel is bait. Characters can spot movement by watching ravens flee the branches before crossing.

Choices: Rescue the courier by rope, dislodge the tree from a distance, or risk crossing. A mate protects eggs higher up and joins only if its nest is approached.

Consequences: Recovering the courier and his ledger disproves the reeve’s accusation. Collapsing the crossing, however, traps villagers on the wrong side of their pastures.

Adventure Hooks

Eggs Below the Tollhouse

A tollhouse floor collapses onto a nesting hollow. Closing the pass risks famine, while the eggs must not be disturbed in front of the parent. An old water channel offers another route.

The Warden’s Boundary

A larger Mountain Warden bars loggers from a valley but does not attack the shrine keeper. The keeper has hidden a boundary stone marking an underground spring; selling the timber would destroy both the nest and the village’s cleanest water.

A Hunter’s Convenient Monster

A landowner blames a tatzlwyrm for the loss of two hounds. The footprints were faked by a poacher, yet a genuine wyrm has nested above the drinking-water channel. Solving either mystery without the other leaves a new problem.

After the Encounter

The den’s contents include copper bells, polished bones, broken clasps, a gem and a sealed caravan record. That record may be worth more to the community than the entire hoard. Leaving an unprotected clutch can invite smugglers, local rivalries or a harder return encounter.

Early Swiss engraving of a legendary Alpine serpent-dragon
An early Alpine dragon depiction records belief and storytelling, not verified zoology.

Folklore and Historical Context

The Alpine Tatzelwurm, Stollenwurm or Bergstutz is reported as a blunt-headed, sometimes cat-faced serpent with very short legs and a variable number of limbs. Hissing, sudden leaps and harmful breath feature in some accounts, but no authenticated specimen is known. This folklore is not a single consistent biological description.

Johann Jakob Scheuchzer collected Swiss dragon accounts in 1723; later naturalists such as Samuel Studer and Karl Wilhelm von Dalla Torre discussed regional reports and possible ordinary-animal explanations. See Alpine Tatzelwurm accounts for the documentary tradition.

Related Monsters and Places

Other dragons and the World Bestiary provide comparisons. The Alps, Swiss Confederacy and Bavaria offer playable geography and settlements.

Sources and Licensing

Pathfinder 1e: The published CR 2 tatzlwyrm comes from Pathfinder Roleplaying Game Bestiary 3, p. 261, © 2011 Paizo Publishing, LLC, under OGL v1.0a. The CR 6 Mountain Warden is a separately designed original conversion, not a Paizo monster. The complete OGL notice follows.

5e: 2024 and 2014 monsters are original conversions drawing on edition conventions of SRD 5.2.1 and SRD 5.1 (CC BY 4.0, where applicable); not officially published creatures.

3.5e: Original monsters using D&D 3.5e SRD and the OGL v1.0a.

Open Game Content designation: PF1e reproduced game mechanics, original PF1e Mountain Warden mechanics and OGL-derived 3.5e game mechanics are designated OGC. Original fiction, folklore commentary, scenarios, artwork and visual design are not. Attribution does not imply publisher endorsement.

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System Reference Document, 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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