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The emergent creature looks like a long serpent with grayish scales and a leonine head resembling female lion with grayish-tan fur. Two long, powerful humanoid arms protrude from its serpentine body, each ending in vicious-looking, slender talons.

Tazelwurm CR 5

XP 1,600
N Large magical beast
Init +6; Senses darkvision 60 ft. low-light vision, scent, tremorsense 60 ft.; Perception +8


AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 59 (7d10+21)
Fort +8, Ref +7, Will +4
Resist fire 10


Speed 40 ft.
Melee 2 claws +10 (1d6+4), bite +11 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks ambush, frightening exuviation


Str 19, Dex 14, Con 16, Int 2, Wis 15, Cha 15
Base Atk +7; CMB +12; CMD 24 (can't be tripped)
Feats Improved Initiative, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Skills Perception +8, Skill +13 (+17 in rocky or subterranean environs); Racial Modifiers +4 Stealth (+8 Stealth in rocky or subterranean environs)


Ambush (Ex)

If a tazelwurm catches an opponent flatfooted it gains a +4 circumstance bonus to its attack roll for that round.

Frightening Exuviation (Ex)

If a tazelwurm is hit by a fire attack or effect that deals at least 10 points of damage, it takes no damage, but instead allows its scales, flesh, and fur to be consumed and burned away in a single round, exposing its skeletal structure. A creature viewing this must make a successful DC 15 Will save or paralyzed with fear for 1d3 rounds. The save DC is Charisma-based. A creature that successfully saves cannot be affected again by the same tazelwurm's frightening exuviation for one day. This has no effect on other tazelwurms.

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Editor's Note

The reference to "Skill +13" in the Skill section should be read as "Stealth +13".