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Fang Dragons
Fang dragons are greedy, rapacious, and cunning creatures. They live for the hunt, and are exceptionally well adapted to it. Savage combatants, even by draconic standards, fang dragons relish the chance to consume the flesh of other creatures, and happily wade into the fray for the chance to enjoy their favorite meal.
The most physically terrifying of the dragons, fang dragons are armored with bony plates that rise into projecting spurs at limb joints and end in long, forked tails tipped with a pair of scythe-like bone blades. Their body plates are a mottled gray and brown, and a faint scent of blood surrounds the fang dragon. Their wings are small but muscled, and while they fly poorly, they can rise with a single clap of their wings to lunge forward. A fang dragon's head is adorned with many small horns or spikes, with their eyes tending to be glittering red or orange.
Angry and Twisted. Twisted by the magical energies that created them, fang dragons are prone to random violence and outbursts of rage. They revel in the violence, and when they feel they have the advantage, they wade into the fray with fervor. Over time, they learn to yoke the anger and use it to their advantage. Brutal and vicious, creatures seeking out fang dragons should do so with extreme caution, as they will not hesitate to wreak havoc on any creature that they deem weaker them themselves and are perceived as a threat or an annoyance.
Consummate Hunters. Fang dragons eat all manner of fresh meat, especially enjoying the flesh of intelligent creatures. They prefer to seek food far from their lairs, and will use their ability to mimic sounds they have heard to lure in prey. Fang dragons have a disturbing tendency to play with their food in an exceedingly cruel way. Fang dragons are masters of physical combat, and every part of their body is lethal. They do not have a breath weapon, but their bite is so devastating, that it can cause Constitution damage due to blood loss from the deep lacerations.
Hunted and Dwindling. Once Tiamat learned of the existence of these dragons outside of her control, she attempted to subjugate the species. Sending her followers out to find them, and "improve" the eggs of their hatchlings with a ritual that would turn them into what would become known as the gray dragons, those same gray dragons were charged with purifying the remaining fang dragons. Hunted, with their numbers dwindling, fang dragons detest Tiamat and all her followers, and will attack them on sight. Fang dragons speak snippets of many languages and will bargain to avoid difficult or deadly battles.
In The Realms
Fang dragons originally appeared in the Realms in the ruins of Myth Drannor, causing some sages to speculate that they are somehow connected to the demons that have infested the ancient elven city since its fall. They are commonly found in Starwoods regions of Cormanthor, and occasionally in the Border Forest, the Spiderhaunt Woods, and other forests in the region of the Dalelands, Sembia, and the Moonsea.
A Fang Dragon's Lair
Fang dragons dwell in heavily forested and mountainous areas. A fang dragon's lair is a rough and tumble cave filled with jagged edged rocks and vegetation covered in thorns. Trophies from the dragon's hunts lie mixed in with its hoard. They will typically wall up their lairs with huge boulders or other materials to keep out intruders in their absence. Fang dragons tend to choose caves that have features it can hide behind, or get the drop on unsuspecting intruders from.
The challenge rating of a legendary fang dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
Stone Spikes. Razor sharp stone spikes burst forth from the ground in a 20 foot radius centered on a point the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature in the area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage. When a creatures moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels. The spikes remain until the dragon uses this lair action again or the dragon dies.
Fog Bank. A dense fog forms in a 40 foot radius centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again, or the dragon dies.
Deadzone. An invisible 20 foot radius of antimagic forms centered on a point the dragon can see within 120 feet of it. This zone has the same functional effect as if an antimagic field had been cast, except it is stationary, and remains until the dragon uses this lair action again or the dragon dies.
Regional Effects
The region containing a legendary fang dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
Jagged Spires. Within 6 miles of a fang dragon's lair, the terrain takes on sharper features. Jagged, rocky outcroppings surface, plants grow thorns, and it becomes harder to move through the area. Overland movement takes twice as long in the area due to the hazardous conditions.
Predator Avoidance. Animals (other than insects) will not reside or willingly approach within 6 miles of a fang dragon's lair.
Untraceable. Within 6 miles of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plant and rock formations in this area, including the stone spikes described above.
If the dragon dies, animals will slowly return to the area, and other effects fade over ld10 days.
Ancient Fang Dragon
Gargantuan dragon, chaotic neutral
- Armor Class 20 (natural armor)
- Hit Points 388 (21d20 + 152)
- Speed 40 ft., climb 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 27 (+8) 16 (+3) 17 (+3) 19 (+4)
- Saving Throws Dex +7, Con +15, Wis +10, Cha +11
- Skills Perception +17, Stealth +7, Survival +10
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 24 (62,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check.
Rage (3/Day). As a bonus action, the dragon can enter a rage. While raging, it gains the following benefits:
The dragon has advantage on Strength checks and Strength saving throws.
When the dragon makes a melee weapon attack, it gains a +4 bonus to the damage roll.
The dragon has advantage on saving throws against spells and other magical effects.
Its rage lasts for 1 minute. It only ends early if the dragon is knocked unconscious or if it chooses to end its rage on its turn as a bonus action.
Ravenous Onslaught. When the dragon reduces a creature to 0 hit points or scores a critical hit with a melee attack on its turn, it can take a bonus action to fly up to half its flying speed and make a bite attack (it must start and end this movement on the ground).
Vicious Critical. The dragon's melee weapon attacks score a critical hit on a roll of a 19 or 20. In addition, it rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fang dragon regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning, piercing or slashing damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Tail Sweep (Costs 2 Actions). The dragon spins and thrashes out with its tail. Each creature within 20 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning or slashing damage and be knocked prone.
A Fang Dragon's Hoard
The hoard of a fang dragon is similar to other dragon's hoards in that it will contain various riches, due to their inherently greedy nature. However, unlike other dragons, a fang dragon's hoard will also contain various trophies of its previous hunts. From the skulls of kills, to horns, teeth, bone, scales, skins, and other pieces it has magically preserved, it's hoard will be strewn with these trophies. Some of them may be very valuable to the right buyer...
Adult Fang Dragon
Huge dragon, chaotic neutral
- Armor Class 19 (natural armor)
- Hit Points 200 (16d12 + 96)
- Speed 40 ft., climb 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 23 (+6) 14 (+2) 15 (+2) 17 (+3)
- Saving Throws Dex +6, Con +12, Wis +8, Cha +9
- Skills Perception +14, Stealth +6, Survival +8
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 19 (22,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check.
Rage (2/Day). As a bonus action, the dragon can enter a rage. While raging, it gains the following benefits:
The dragon has advantage on Strength checks and Strength saving throws.
When the dragon makes a melee weapon attack, it gains a +3 bonus to the damage roll.
The dragon has advantage on saving throws against spells and other magical effects.
Its rage lasts for 1 minute. It only ends early if the dragon is knocked unconscious or if it chooses to end its rage on its turn as a bonus action.
Ravenous Onslaught. When the dragon reduces a creature to 0 hit points or scores a critical hit with a melee attack on its turn, it can take a bonus action to fly up to half its flying speed and make a bite attack (it must start and end this movement on the ground).
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage and plus 11 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fang dragon regains hit points equal to that amount.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) bludgeoning, piercing, or slashing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Tail Sweep (Costs 2 Actions). The dragon spins and thrashes out with its tail. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 18 (2d10 + 7) bludgeoning or slashing damage and be knocked prone.
The Great Hunt
The strongest of the fang dragons, who have hunted and consumed many other legendary creatures, can undergo a transformation that will make them one of the mightiest hunters that has ever lived. The agents of Tiamat make the likelihood of a fang dragon achieving this level of power extremely rare, as any attempting the Great Hunt are given the full attention of Tiamat's most trusted lieutenants.
To achieve this, the dragon must learn of their echoes, and let the Great Hunt begin. To succeed in the Great Hunt, an ancient fang dragon must hunt down and consume the flesh of its echoes. The dragon must do this alone, as their is no greater hunt than hunting one's self. Through cunning, and skill, the Great Hunt affords power and some of the greatest trophies a fang dragon will ever add to their hoard.
Fang greatwyrms are a true terror to behold. Enormous beings of raw strength, they bristle with razor edges, spikes they can hurl that regenerate almost instantly, and blades of bone that are as hard as steel. Once they have attained greatwyrm status, fang dragons will actively hunt down agents of Tiamat with fervor.
Young Fang Dragon
Large dragon, chaotic neutral
- Armor Class 18 (natural armor)
- Hit Points 133 (14d10 + 56)
- Speed 40 ft., climb 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 19 (+4) 12 (+1) 13 (+1) 15 (+2)
- Saving Throws Dex +3, Con +7, Wis +4, Cha +5
- Skills Perception +7, Stealth +3, Surivial +4
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.
Rage (1/Day). As a bonus action, the dragon can enter a rage. While raging, it gains the following benefits:
The dragon has advantage on Strength checks and Strength saving throws.
When the dragon makes a melee weapon attack, it gains a +2 bonus to the damage roll.
The dragon has advantage on saving throws against spells and other magical effects.
Its rage lasts for 1 minute. It ends early if the dragon is knocked unconscious or if its turn ends and it hasn’t attacked a hostile creature since its last turn or taken damage since then. It can also end its rage on its turn as a bonus action.
Ravenous Onslaught. When the dragon reduces a creature to 0 hit points or scores a critical hit with a melee attack on its turn, it can take a bonus action to fly up to half its flying speed and make a bite attack (it must start and end this movement on the ground).
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12+5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fang dragon regains hit points equal to that amount.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
Fang Dragon Wyrmling
Medium dragon, chaotic neutral
- Armor Class 17 (natural armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., climb 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 13 (+1)
- Saving Throws Dex +2, Con +4, Wis +2, Cha +3
- Skills Perception +4, Stealth +2, Survival +2
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Common, Draconic
- Challenge 2 (450 XP)
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
Ravenous Onslaught. When the dragon reduces a creature to 0 hit points or scores a critical hit with a melee attack on its turn, it can take a bonus action to fly up to half its flying speed and make a bite attack (it must start and end this movement on the ground).
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage plus 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fang dragon regains hit points equal to that amount.
Variant: Fang Dragons as Innate Spellcasters
Fang dragons can also use the variant innate spellcaster rules for dragons presented in the Monster Manual.
They have a tendency towards spells which will negate other magics or impede enemy casters.
Spells such as blindness/deafness, counterspell, dispel magic, globe of invulnerability, hold person, protection from good and evil, silence, are more common; however have also been known to have spells to help them hunt more effectively, or, more rarely, wreak raw destruction.
Fang Dragon Greatwyrm
Gargantuan dragon, chaotic neutral
- Armor Class 22 (natural armor)
- Hit Points 468 (24d20 + 216)
- Speed 60 ft., burrow 60 ft., climb 60 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 28 (+9) 19 (+4) 24 (+7) 22 (+6)
- Saving Throws Dex +10, Con +18, Wis +15, Cha +14
- Skills Perception +25, Stealth +10, Survival +16
- Condition Immunities charmed, frightened, poisoned
- Senses truesight 120 ft., passive Perception 35
- Languages Common, Draconic
- Challenge 28 (105,000 XP)
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unyielding Rage (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 375 hit points, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Unyeilding Rage activates.
Mimicry. The dragon can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 22 Wisdom (Insight) check.
Rage (4/Day). As a bonus action, the dragon can enter a rage. While raging, it gains the following benefits:
The dragon has advantage on Strength checks and Strength saving throws.
When the dragon makes a melee weapon attack, it gains a +5 bonus to the damage roll.
The dragon has advantage on saving throws against spells and other magical effects.
Its rage lasts for 1 minute. It only ends early if the dragon is knocked unconscious, or it ends its rage on its turn as a bonus action.
Ravenous Onslaught. When the dragon reduces a creature to 0 hit points or scores a critical hit with a melee attack on its turn, it can take a bonus action to fly up to half its flying speed and make a bite attack (it must start and end this movement on the ground).
Vicious Critical. The dragon's melee weapon attacks score a critical hit on a roll of a 18, 19, or 20. In addition, it rolls one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) piercing damage and plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the fang dragon regains hit points equal to that amount.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) bludgeoning, piercing, or slashing damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Tail Attack. The dragon makes one tail attack.
Tail Sweep (Costs 2 Actions). The dragon spins and thrashes out with its tail. Each creature within 20 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 21 (2d10 + 10) bludgeoning or slashing damage and be knocked prone.
Hurl Spikes. Ranged Weapon Attack: +18 to hit, range 200/400 ft., one target. Hit: 16 (1d12 + 10) piercing damage. The greatwyrm launches 2 spikes at a target within range.
Mythic Actions
If the greatwyrm’s Unyielding Rage trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Spike Storm. (Costs 2 Actions) The greatwyrm bristles with spikes, and launches them in all directions. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw taking 42 (5d12 + 10) piercing damage on failed save, and half as much on a successful one.
Dragonborn
Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.
Fang Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase. When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment. Fang dragonborn tend to revere freedom above all. Most fang dragonborn are chaotic neutral. However, there are rare outliers who throw in their lot with Bahamut in the war against Tiamat, adopting lawful or good tendencies.
Size. Fang Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Ancestry Specific Traits
Your ancestor was a fang dragon, and this imparts specific traits to your kind.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Merciless Rive. Immediately after you reduce a creature to 0 hit points, or land a critical hit, as part of an attack action on your turn, you can lunge forward and use your bite to deliver a devastating attack. You move up to half of your movement speed, and make one bite attack. This attack is made with advantage, and if successful, deals and additional 1d6 piercing damage. The additional damage increases to 3d6 at 5th level, 5d6 at 11th level, and 7d6 at 17th level.
You can use your Merciless Rive a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Draconic Resistance. You share some of your ancestor's ability to shrug off magical attacks. You have advantage on all Strength, Dexterity, and Constitution saving throws against magic.
Thrill of the Hunt. You have proficiency in the survival skill.
Half Dragon
When a fang dragon in polymorphed form mates with another creature, the union sometimes produces half-fang dragon offspring. A creature might also transform into a half-fang dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-fang dragons have similar features and appearance, gaining special senses, a ferocious rage, and a deadly bite.
Half Fang Dragon Template
Draconic Nature. Half-fang dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half-fang dragons are blessed with long life. Barring unforeseen misfortune, a typical half-fang dragon's life expectancy is twice that of its nondraconic line, so that a half-fang dragon human might live more than a century and a half. Half-fang dragons inherit personality traits common to their draconic heritage. These traits are tempered by a half-fang dragon's other lineage, but half-fang dragon's are quicker to anger, and more prone to acts of voilence than a standard member of thier non-draconic lineage.
A beast, humanoid, giant, or monstrosity can become a half-fang dragon. When a creature becomes a half-fang dragon, it retains all its statistics except as noted below.
Senses. The half-fang dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet.
New Trait: Rage (1/Day). As a bonus action, the half-fang dragon can enter a rage. For one minute, it gains the following benefits:
- The half-fang dragon has advantage on Strength checks and Strength saving throws.
- When the half-fang dragon makes a melee weapon attack, it gains a +2 bonus to the damage roll.
- The half-fang dragon has advantage on saving throws against spells and other magical effects.
New Trait: Ravenous Onslaught. When the half-fang dragon reduces a creature to 0 hit points or scores a critical hit with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
New Action: Bite. The half-fang dragon has the bite of its dragon half. The half-fang dragon's size determines how this action functions.
Size | Bite |
---|---|
Large or smaller | As a wrymling |
Huge | As a young dragon |
Gargantuan | As an adult dragon |
Primal Paths
At 3rd level, a barbarian gains the Primal Path feature. The following option is available to a barbarian, in addition to those offered in the Player's Handbook and Xanthar's Guide to Everything.
Path of the Furious Maw
Some creatures are so fierce, that they inspire cultures to emulate them in their own way of life. These tribes teach that skill in the hunt and abject ferocity are in themselves a means to an end. When a barbarian that follows this path rages, they becomes a ruthless terror in combat.
Barbarians who draw on the primal savagery of this path are terrifying to behold in combat. Typically adorned with trophies of previous kills, they wade into they fray and wreak havoc on their opponents. While in the depths of their rages, they are even known to toy with the last of their quarry before delivering the final blow.
Path of the Furious Maw Features
Barbarian Level | Feature |
---|---|
3rd | Merciless Onslaught, Cunning Hunter |
6th | Dogged Awareness |
10th | No Escape |
14th | Vicious Strikes |
Merciless Onslaught
Starting at 3rd level when you choose this path, you channel the ferocity of your tribe's ways into your rage. While raging, when you reduce a creature to 0 hit points or score a critical hit with a melee attack on your turn, as a bonus action, you can move up to half your speed and make one melee attack.
Cunning Hunter
At 3rd level, you have honed your skills in the hunt so well, that prey seldom eludes you. You gain proficiency in the Survival skill if you do not have it already. Your proficiency bonus is doubled when making any check to track creatures, and you can move at full speed without penalty.
Dogged Awareness
Starting at 6th level, your knowledge of the hunt has attuned your own senses to let you know the hunter has become the hunted. You have advantage on Wisdom (Perception) checks to spot hidden creatures. In addition, you can no longer be surprised.
No Escape
Beginning at 10th level, your zeal for the hunt and combat have grown so intertwined, that you now sometimes seek to prolong them both.
Once per rage, you can attempt to hobble one of your opponents. When you land a melee weapon attack, your target must succeed on a Strength saving throw equal to 8 + your proficiency bonus + your Strength modifier, or be knocked prone. In addition, its movement speed is halved until it receives magical healing, or finishes a long rest.
Vicious Strikes
At 14th level, the viciousness of your rage has reached its pinnacle. While raging, your weapon attacks score a critical hit on a roll of 19 or 20. If your attacks already score a critical hit on a roll of 19 or 20 from another source, you instead score a critical hit on a roll of 18-20.
Sorcerous Origins
At 1st level, a sorcerer gains the Sorcerous Origin feature. The following option is available to a sorcerer, in addition to those offered in the Player's Handbook, and Xanthar's Guide to Everything.
Draconic Bloodline (Fang)
Your innate magic comes from draconic magic
that was mingled with your blood or that of your
ancestors. Most often, sorcerers with this origin
trace their descent back to a mighty sorcerer of
ancient times who made a bargain with a
dragon or who might even have claimed a
dragon parent. Some of these bloodlines
are well established in the world,
but most are obscure. Any given
sorcerer could be the first of a new
bloodline, as a result of a pact or
some other exceptional
circumstance.
Draconic Resilience
As magic flows through your body,
it causes physical traits of your
dragon ancestors to emerge. At
1st level, your hit point maximum
increases by 1 and increases by 1
again whenever you gain a level
in this class. Additionally, parts of
your skin are covered by a thin
sheen of dragon-like scales. When
you aren’t wearing armor, your AC
equals 13 + your Dexterity
modifier.
Draconic Affinity
Starting at 6th level, when you
cast a spell that deals bludgeoning,
piercing, or slashing damage, add
your Charisma modifier to that
damage. You also gain the ability to
spend 2 sorcery points to gain
resistance to magic for 1 minute.
Sorcerous Frenzy
The rage of the fang dragon flows in your
blood. At 14th level, you can call upon that anger,
and channel it into your magic. On your turn, you
can enter a sorcerous frenzy as a bonus action. While frenzying, you gain the following benefits:
- You gain a +2 bonus to your spell save DC.
- Your spell attack critical range increases by 1.
- The spell point cost for metamagic options is reduced by half, to a minimum of 1.
- The spell point cost for creating spell slots is reduced by 1.
Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t damaged a hostile creature since your last turn or taken damage since then. You can also end your fenzy on your turn as a bonus action.
Once you have used this feature, you cannot do so again until you finish a long rest.
Draconic Presence
presence of your dragon ancestor, causing those
around you to become awestruck or
frightened. As an action, you can
spend 5 sorcery points to draw on
this power and exude an aura of
awe or fear (your choice) to a
distance of 60 feet. For 1 minute
or until you lose your
concentration (as if you were
casting a concentration
spell), each hostile creature
that starts its turn in this aura
must succeed on a Wisdom
saving throw or be charmed
(if you chose awe) or frightened
(if you chose fear) until the
aura ends. A creature that
succeeds on this saving
throw is immune to your
aura for 24 hours.
Claw
Fang
Tail
Born of calamity, and some suspect even demonic influence, the anger and raw power of the fang dragon returns in all its glory for 5e!
A full conversion with all 5e ages, descriptors, and lair actions extrapolated from previous publications and updated for the current edition.
Also included are a half-dragon template for fang dragons, a fang dragonborn ancestry, a fang draconic sorcerer bloodline, and a new primal path based on fang dragons!
Cover Art: Sam Wood ©2003 WotC, Inc
More Credits
Page 7 Art: Viking Warrior by Alexander Kharibyn
Page 8 Art: Dragonsoul Heir by Howard Lyon © WotC, Inc.