Fang Dragons - GM Binder

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Fang dragons are savage, vicious creatures that relish combat and consuming flesh. They are well-adapted hunters prone to violence and rage.

Fang dragons have bony plates, small wings, horns/spikes and eyes that are red or orange. Their tails end in scythe-like blades.

Fang dragons are cunning hunters that use sounds to lure prey and play cruelly with their food. They are masters of combat.

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Fang Dragons
Fang Dragons A Fang Dragon's Lair
Fang dragons are greedy, rapacious, and cunning creatures. Fang dragons dwell in heavily forested and mountainous
They live for the hunt, and are exceptionally well adapted to areas. A fang dragon's lair is a rough and tumble cave filled
it. Savage combatants, even by draconic standards, fang with jagged edged rocks and vegetation covered in thorns.
dragons relish the chance to consume the flesh of other Trophies from the dragon's hunts lie mixed in with its hoard.
creatures, and happily wade into the fray for the chance to They will typically wall up their lairs with huge boulders or
enjoy their favorite meal. other materials to keep out intruders in their absence. Fang
The most physically terrifying of the dragons, fang dragons dragons tend to choose caves that have features it can hide
are armored with bony plates that rise into projecting spurs behind, or get the drop on unsuspecting intruders from.
at limb joints and end in long, forked tails tipped with a pair The challenge rating of a legendary fang dragon increases
of scythe-like bone blades. Their body plates are a mottled by 1 when it’s encountered in its lair.
gray and brown, and a faint scent of blood surrounds the fang
dragon. Their wings are small but muscled, and while they fly Lair Actions
poorly, they can rise with a single clap of their wings to lunge On initiative count 20 (losing initiative ties), the dragon takes
forward. A fang dragon's head is adorned with many small a lair action to cause one of the following effects; the dragon
horns or spikes, with their eyes tending to be glittering red or can't use the same effect two rounds in a row:
orange. Stone Spikes. Razor sharp stone spikes burst forth from
Angry and Twisted. Twisted by the magical energies that the ground in a 20 foot radius centered on a point the dragon
created them, fang dragons are prone to random violence can see within 120 feet of it. That area becomes difficult
and outbursts of rage. They revel in the violence, and when terrain, and each creature in the area must succeed on a DC
they feel they have the advantage, they wade into the fray with 15 Dexterity saving throw or take 10 (3d6) piercing damage.
fervor. Over time, they learn to yoke the anger and use it to When a creatures moves into or within the area, it takes 2d6
their advantage. Brutal and vicious, creatures seeking out piercing damage for every 5 feet it travels. The spikes remain
fang dragons should do so with extreme caution, as they will until the dragon uses this lair action again or the dragon dies.
not hesitate to wreak havoc on any creature that they deem Fog Bank. A dense fog forms in a 40 foot radius centered
weaker them themselves and are perceived as a threat or an on a point the dragon can see within 120 feet of it. The fog
annoyance. spreads around corners, and its area is heavily obscured. A
Consummate Hunters. Fang dragons eat all manner of wind of at least 20 miles per hour disperses the fog. The fog
fresh meat, especially enjoying the flesh of intelligent otherwise lasts until the dragon uses this lair action again, or
creatures. They prefer to seek food far from their lairs, and the dragon dies.
will use their ability to mimic sounds they have heard to lure Deadzone. An invisible 20 foot radius of antimagic forms
in prey. Fang dragons have a disturbing tendency to play with centered on a point the dragon can see within 120 feet of it.
their food in an exceedingly cruel way. Fang dragons are This zone has the same functional effect as if an antimagic
masters of physical combat, and every part of their body is field had been cast, except it is stationary, and remains until
lethal. They do not have a breath weapon, but their bite is so the dragon uses this lair action again or the dragon dies.
devastating, that it can cause Constitution damage due to
blood loss from the deep lacerations. Regional Effects
Hunted and Dwindling. Once Tiamat learned of the The region containing a legendary fang dragon's lair is
existence of these dragons outside of her control, she warped by the dragon's magic, which creates one or more of
attempted to subjugate the species. Sending her followers the following effects:
out to find them, and "improve" the eggs of their hatchlings Jagged Spires. Within 6 miles of a fang dragon's lair, the
with a ritual that would turn them into what would become terrain takes on sharper features. Jagged, rocky outcroppings
known as the gray dragons, those same gray dragons were surface, plants grow thorns, and it becomes harder to move
charged with purifying the remaining fang dragons. Hunted, through the area. Overland movement takes twice as long in
with their numbers dwindling, fang dragons detest Tiamat the area due to the hazardous conditions.
and all her followers, and will attack them on sight. Fang Predator Avoidance. Animals (other than insects) will not
dragons speak snippets of many languages and will bargain reside or willingly approach within 6 miles of a fang dragon's
to avoid difficult or deadly battles. lair.
Untraceable. Within 6 miles of its lair, the dragon leaves
In The Realms no physical evidence of its passage unless it wishes to.
Fang dragons originally appeared in the Realms in the ruins Tracking it there is impossible except by magical means. In
of Myth Drannor, causing some sages to speculate that they addition, it ignores movement impediments and damage
are somehow connected to the demons that have infested the from plant and rock formations in this area, including the
ancient elven city since its fall. They are commonly found in stone spikes described above.
Starwoods regions of Cormanthor, and occasionally in the If the dragon dies, animals will slowly return to the area, and
Border Forest, the Spiderhaunt Woods, and other forests in other effects fade over ld10 days.
the region of the Dalelands, Sembia, and the Moonsea.

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Ancient Fang Dragon Actions
Gargantuan dragon, chaotic neutral Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
Armor Class 20 (natural armor) with its claws.
Hit Points 388 (21d20 + 152)
Speed 40 ft., climb 40 ft., fly 60 ft. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
target. Hit: 22 (2d12 + 9) piercing damage and the
target must succeed on a DC 24 Constitution saving
STR DEX CON INT WIS CHA throw or its Constitution score is reduced by 1d4. The
target dies if this reduces its Constitution to 0.
28 (+9) 10 (+0) 27 (+8) 16 (+3) 17 (+3) 19 (+4) Otherwise, the reduction lasts until the target finishes a
short or long rest.
Saving Throws Dex +7, Con +15, Wis +10, Cha +11
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
Skills Perception +17, Stealth +7, Survival +10
one target. Hit: 18 (2d8 + 9) slashing damage.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 27 Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
Languages Common, Draconic target. Hit: 20 (2d10 + 9) bludgeoning, piercing or
Challenge 24 (62,000 XP) slashing damage. If the target is a creature, it must
succeed on a DC 24 Strength saving throw or be
Legendary Resistance (3/Day). If the dragon fails a saving knocked prone.
throw, it can choose to succeed instead. Frightful Presence. Each creature of the dragon's choice
Mimicry. The dragon can mimic any sounds it has heard, that is within 120 feet of the dragon and aware of it
including voices. A creature that hears the sounds can must succeed on a DC 19 Wisdom saving throw or
tell they are imitations with a successful DC 19 become frightened for 1 minute. A creature can repeat
Wisdom (Insight) check. the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
Rage (3/Day). As a bonus action, the dragon can enter a throw is successful or the effect ends for it, the
rage. While raging, it gains the following benefits: creature is immune to the dragon's Frightful Presence
The dragon has advantage on Strength checks and for the next 24 hours.
Strength saving throws.
When the dragon makes a melee weapon attack, it
Legendary Actions
gains a +4 bonus to the damage roll. The dragon can take 3 legendary actions, choosing
The dragon has advantage on saving throws against from the options below. Only one legendary action
spells and other magical effects. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Its rage lasts for 1 minute. It only ends early if the legendary actions at the start of its turn.
dragon is knocked unconscious or if it chooses to end
its rage on its turn as a bonus action. Detect. The dragon makes a Wisdom (Perception)
check.
Ravenous Onslaught. When the dragon reduces a
creature to 0 hit points or scores a critical hit with a Tail Attack. The dragon makes a tail attack.
melee attack on its turn, it can take a bonus action to Tail Sweep (Costs 2 Actions). The dragon spins and
fly up to half its flying speed and make a bite attack (it thrashes out with its tail. Each creature within 20 feet
must start and end this movement on the ground). of the dragon must succeed on a DC 24 Dexterity
Vicious Critical. The dragon's melee weapon attacks saving throw or take 20 (2d10 + 9) bludgeoning or
score a critical hit on a roll of a 19 or 20. In addition, it slashing damage and be knocked prone.
rolls one additional weapon damage die when
determining the extra damage for a critical hit with a
melee weapon attack.

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...

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Adult Fang Dragon Multiattack. The dragon can use its Frightful Presence. It
Huge dragon, chaotic neutral then makes three attacks: one with its bite and two
with its claws.
Armor Class 19 (natural armor) Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Hit Points 200 (16d12 + 96) target. Hit: 20 (2d12 + 7) piercing damage and the
Speed 40 ft., climb 40 ft., fly 60 ft. target must succeed on a DC 21 Constitution saving
throw or its Constitution score is reduced by 1d3. The
target dies if this reduces its Constitution to 0.
STR DEX CON INT WIS CHA Otherwise, the reduction lasts until the target finishes a
24 (+7) 10 (+0) 23 (+6) 14 (+2) 15 (+2) 17 (+3) short or long rest.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Saving Throws Dex +6, Con +12, Wis +8, Cha +9 target. Hit: 16 (2d8 + 7) slashing damage.
Skills Perception +14, Stealth +6, Survival +8
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
Senses blindsight 60 ft., darkvision 120 ft., passive
target. Hit: 18 (2d10 + 7) bludgeoning, piercing, or
Perception 22
slashing damage. If the target is a creature, it must
Languages Common, Draconic
succeed on a DC 21 Strength saving throw or be
Challenge 19 (22,000 XP)
knocked prone.
Legendary Resistance (3/Day). If the dragon fails a saving Frightful Presence. Each creature of the dragon's choice
throw, it can choose to succeed instead. that is within 120 feet of the dragon and aware of it
must succeed on a DC 17 Wisdom saving throw or
Mimicry. The dragon can mimic any sounds it has heard, become frightened for 1 minute. A creature can repeat
including voices. A creature that hears the sounds can the saving throw at the end of each of its turns, ending
tell they are imitations with a successful DC 17 the effect on itself on a success. If a creature's saving
Wisdom (Insight) check. throw is successful or the effect ends for it, the
Rage (2/Day). As a bonus action, the dragon can enter a creature is immune to the dragon's Frightful Presence
rage. While raging, it gains the following benefits: for the next 24 hours.

The dragon has advantage on Strength checks and Legendary Actions


Strength saving throws.
The dragon can take 3 legendary actions, choosing
When the dragon makes a melee weapon attack, it
from the options below. Only one legendary action
gains a +3 bonus to the damage roll.
option can be used at a time and only at the end of
The dragon has advantage on saving throws against
another creature's turn. The dragon regains spent
spells and other magical effects.
legendary actions at the start of its turn.
Its rage lasts for 1 minute. It only ends early if the
Detect. The dragon makes a Wisdom (Perception)
dragon is knocked unconscious or if it chooses to end
check.
its rage on its turn as a bonus action.
Tail Attack. The dragon makes a tail attack.
Ravenous Onslaught. When the dragon reduces a
creature to 0 hit points or scores a critical hit with a Tail Sweep (Costs 2 Actions). The dragon spins and
melee attack on its turn, it can take a bonus action to thrashes out with its tail. Each creature within 15 feet
fly up to half its flying speed and make a bite attack (it of the dragon must succeed on a DC 21 Dexterity
must start and end this movement on the ground). saving throw or take 18 (2d10 + 7) bludgeoning or
slashing damage and be knocked prone.
Actions

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.

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Young Fang Dragon Fang Dragon Wyrmling
Large dragon, chaotic neutral Medium dragon, chaotic neutral

Armor Class 18 (natural armor) Armor Class 17 (natural armor)


Hit Points 133 (14d10 + 56) Hit Points 32 (5d8 + 10)
Speed 40 ft., climb 40 ft., fly 60 ft. Speed 30 ft., climb 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 12 (+1) 13 (+1) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

Saving Throws Dex +3, Con +7, Wis +4, Cha +5 Saving Throws Dex +2, Con +4, Wis +2, Cha +3
Skills Perception +7, Stealth +3, Surivial +4 Skills Perception +4, Stealth +2, Survival +2
Senses blindsight 60 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 17 Perception 14
Languages Common, Draconic Languages Common, Draconic
Challenge 8 (3,900 XP) Challenge 2 (450 XP)

Mimicry. The dragon can mimic any sounds it has Mimicry. The dragon can mimic any sounds it has
heard, including voices. A creature that hears the heard, including voices. A creature that hears the
sounds can tell they are imitations with a successful sounds can tell they are imitations with a successful
DC 13 Wisdom (Insight) check. DC 11 Wisdom (Insight) check.
Rage (1/Day). As a bonus action, the dragon can Ravenous Onslaught. When the dragon reduces a
enter a rage. While raging, it gains the following creature to 0 hit points or scores a critical hit with a
benefits: melee attack on its turn, it can take a bonus action
to fly up to half its flying speed and make a bite
The dragon has advantage on Strength checks and
attack (it must start and end this movement on the
Strength saving throws.
ground).
When the dragon makes a melee weapon attack,
it gains a +2 bonus to the damage roll.
The dragon has advantage on saving throws
Actions
against spells and other magical effects. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (1d12+3) piercing damage and
Its rage lasts for 1 minute. It ends early if the the must succeed on a DC 13 Constitution saving
dragon is knocked unconscious or if its turn ends throw or the target's Constitution score is reduced
and it hasn’t attacked a hostile creature since its last by 1. The target dies if this reduces its Constitution
turn or taken damage since then. It can also end its to 0. Otherwise, the reduction lasts until the target
rage on its turn as a bonus action. finishes a short or long rest.
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). Variant: Fang Dragons as Innate
Spellcasters
Actions Fang dragons can also use the variant innate
Multiattack. The dragon makes three attacks: one spellcaster rules for dragons presented in the
with its bite and two with its claws. Monster Manual.
They have a tendency towards spells which will
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., negate other magics or impede enemy casters.
one target. Hit: 18 (2d12+5) piercing damage and Spells such as blindness/deafness, counterspell,
the must succeed on a DC 18 Constitution saving dispel magic, globe of invulnerability, hold person,
throw or the target's Constitution score is reduced protection from good and evil, silence, are more
by 1d2. The target dies if this reduces its common; however have also been known to have
Constitution to 0. Otherwise, the reduction lasts spells to help them hunt more effectively, or, more
until the target finishes a short or long rest. rarely, wreak raw destruction.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8+5) slashing damage.

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Fang Dragon Greatwyrm Actions
Gargantuan dragon, chaotic neutral Multiattack. The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
Armor Class 22 (natural armor) with its claws.
Hit Points 468 (24d20 + 216)
Speed 60 ft., burrow 60 ft., climb 60 ft., fly 80 ft. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one
target. Hit: 23 (2d12 + 10) piercing damage and the
target must succeed on a DC 26 Constitution saving
STR DEX CON INT WIS CHA throw or its Constitution score is reduced by 1d6. The
target dies if this reduces its Constitution to 0.
30 (+10) 14 (+2) 28 (+9) 19 (+4) 24 (+7) 22 (+6) Otherwise, the reduction lasts until the target finishes a
short or long rest.
Saving Throws Dex +10, Con +18, Wis +15, Cha +14
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft.,
Skills Perception +25, Stealth +10, Survival +16
one target. Hit: 21 (2d10 + 10) slashing damage.
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 35 Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one
Languages Common, Draconic target. Hit: 23 (2d12 + 10) bludgeoning, piercing, or
Challenge 28 (105,000 XP) slashing damage. If the target is a creature, it must
succeed on a DC 26 Strength saving throw or be
Legendary Resistance (4/Day). If the dragon fails a saving knocked prone.
throw, it can choose to succeed instead. Frightful Presence. Each creature of the dragon's choice
Unyielding Rage (Recharges after a Short or Long Rest). If that is within 120 feet of the dragon and aware of it
the greatwyrm would be reduced to 0 hit points, its must succeed on a DC 22 Wisdom saving throw or
current hit point total instead resets to 375 hit points, become frightened for 1 minute. A creature can repeat
and it regains any expended uses of Legendary the saving throw at the end of each of its turns, ending
Resistance. Additionally, the greatwyrm can now use the effect on itself on a success. If a creature's saving
the options in the “Mythic Actions” section for 1 hour. throw is successful or the effect ends for it, the
Award a party an additional 105,000 XP (210,000 XP creature is immune to the dragon's Frightful Presence
total) for defeating the greatwyrm after its Unyeilding for the next 24 hours.
Rage activates. Legendary Actions
Mimicry. The dragon can mimic any sounds it has heard,
The dragon can take 3 legendary actions, choosing
including voices. A creature that hears the sounds can
from the options below. Only one legendary action
tell they are imitations with a successful DC 22
option can be used at a time and only at the end of
Wisdom (Insight) check.
another creature's turn. The dragon regains spent
Rage (4/Day). As a bonus action, the dragon can enter a legendary actions at the start of its turn.
rage. While raging, it gains the following benefits:
Tail Attack. The dragon makes one tail attack.
The dragon has advantage on Strength checks and
Strength saving throws. Tail Sweep (Costs 2 Actions). The dragon spins and
When the dragon makes a melee weapon attack, it thrashes out with its tail. Each creature within 20 feet
gains a +5 bonus to the damage roll. of the dragon must succeed on a DC 26 Dexterity
The dragon has advantage on saving throws against saving throw or take 21 (2d10 + 10) bludgeoning or
spells and other magical effects. slashing damage and be knocked prone.
Hurl Spikes. Ranged Weapon Attack: +18 to hit, range
Its rage lasts for 1 minute. It only ends early if the 200/400 ft.,
one target. Hit: 16 (1d12 + 10) piercing
dragon is knocked unconscious, or it ends its rage on
damage. The greatwyrm launches 2 spikes at a target
its turn as a bonus action.
within range.
Ravenous Onslaught. When the dragon reduces a
creature to 0 hit points or scores a critical hit with a
Mythic Actions
melee attack on its turn, it can take a bonus action to If the greatwyrm’s Unyielding Rage trait has activated in
fly up to half its flying speed and make a bite attack (it the last hour, it can use the options below as legendary
must start and end this movement on the ground). actions.
Vicious Critical. The dragon's melee weapon attacks Bite. The greatwyrm makes one Bite attack.
score a critical hit on a roll of a 18, 19, or 20. In
addition, it rolls one additional weapon damage die Spike Storm. (Costs 2 Actions) The greatwyrm bristles
when determining the extra damage for a critical hit with spikes, and launches them in all directions. Each
with a melee weapon attack.

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.

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Dragonborn Half Dragon
Born of dragons, as their name proclaims, the dragonborn When a fang dragon in polymorphed form mates with
walk proudly through a world that greets them with fearful another creature, the union sometimes produces half-fang
incomprehension. Shaped by draconic gods or the dragons dragon offspring. A creature might also transform into a half-
themselves, dragonborn originally hatched from dragon eggs fang dragon as a result of a mad wizard's spell or a ritual bath
as a unique race, combining the best attributes of dragons in dragon's blood. In all these cases, the result is a creature
and humanoids. Some dragonborn are faithful servants to that combines the essence of a dragon with the form of its
true dragons, others form the ranks of soldiers in great wars, original race. Regardless of their origins, all half-fang
and still others find themselves adrift, with no clear calling in dragons have similar features and appearance, gaining
life. special senses, a ferocious rage, and a deadly bite.
Fang Dragonborn Traits Half Fang Dragon Template
Your draconic heritage manifests in a variety of traits you Draconic Nature. Half-fang dragons are incapable of having
share with other dragonborn. natural born offspring. Those that wish to propagate must
Ability Score Increase. When determining your find other ways to do so, almost always involving magic. By
character’s ability scores, increase one of those scores by 2 way of compensation, half-fang dragons are blessed with long
and increase a different score by 1, or increase three different life. Barring unforeseen misfortune, a typical half-fang
scores by 1. dragon's life expectancy is twice that of its nondraconic line,
Age. Young dragonborn grow quickly. They walk hours so that a half-fang dragon human might live more than a
after hatching, attain the size and development of a 10-year- century and a half. Half-fang dragons inherit personality traits
old human child by the age of 3, and reach adulthood by 15. common to their draconic heritage. These traits are
They live to be around 80. tempered by a half-fang dragon's other lineage, but half-fang
Alignment. Fang dragonborn tend to revere freedom above dragon's are quicker to anger, and more prone to acts of
all. Most fang dragonborn are chaotic neutral. However, there voilence than a standard member of thier non-draconic
are rare outliers who throw in their lot with Bahamut in the lineage.
war against Tiamat, adopting lawful or good tendencies. A beast, humanoid, giant, or monstrosity can become a
Size. Fang Dragonborn are taller and heavier than half-fang dragon. When a creature becomes a half-fang
humans, standing well over 6 feet tall and averaging almost dragon, it retains all its statistics except as noted below.
250 pounds. Your size is Medium. Speed. Your base walking Senses. The half-fang dragon gains blindsight with a
speed is 30 feet. radius of 10 feet and darkvision with a radius of 60 feet.
Languages. Your character can speak, read, and write New Trait: Rage (1/Day). As a bonus action, the half-fang
Common and one other language that you and your DM dragon can enter a rage. For one minute, it gains the
agree is appropriate for the character. following benefits:
Ancestry Specific Traits The half-fang dragon has advantage on Strength checks
Your ancestor was a fang dragon, and this imparts specific and Strength saving throws.
traits to your kind. When the half-fang dragon makes a melee weapon attack,
Bite. Your fanged maw is a natural weapon, which you can it gains a +2 bonus to the damage roll.
use to make unarmed strikes. If you hit with it, you deal The half-fang dragon has advantage on saving throws
piercing damage equal to 1d6 + your Strength modifier, against spells and other magical effects.
instead of the bludgeoning damage normal for an unarmed New Trait: Ravenous Onslaught. When the half-fang
strike. dragon reduces a creature to 0 hit points or scores a critical
Merciless Rive. Immediately after you reduce a creature to hit with a melee attack on its turn, it can take a bonus action
0 hit points, or land a critical hit, as part of an attack action to move up to half its speed and make a bite attack.
on your turn, you can lunge forward and use your bite to New Action: Bite. The half-fang dragon has the bite of its
deliver a devastating attack. You move up to half of your dragon half. The half-fang dragon's size determines how this
movement speed, and make one bite attack. This attack is action functions.
made with advantage, and if successful, deals and additional
1d6 piercing damage. The additional damage increases to Size Bite
3d6 at 5th level, 5d6 at 11th level, and 7d6 at 17th level. Large or smaller As a wrymling
You can use your Merciless Rive a number of times equal
to your proficiency bonus, and you regain all expended uses Huge As a young dragon
when you finish a long rest. Gargantuan As an adult dragon
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.
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Primal Paths Vicious Strikes
At 14th level, the viciousness of your rage has reached its
At 3rd level, a barbarian gains the Primal Path feature. The pinnacle. While raging, your weapon attacks score a critical
following option is available to a barbarian, in addition to hit on a roll of 19 or 20. If your attacks already score a critical
those offered in the Player's Handbook and Xanthar's Guide hit on a roll of 19 or 20 from another source, you instead
to Everything. score a critical hit on a roll of 18-20.
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.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Your frenzy lasts for 1 minute. It ends early if you are
Sorcerous Origins knocked unconscious or if your turn ends and you haven’t
At 1st level, a sorcerer gains the Sorcerous Origin feature. damaged a hostile creature since your last turn or taken
The following option is available to a sorcerer, in addition to damage since then. You can also end your fenzy on your turn
those offered in the Player's Handbook, and Xanthar's Guide as a bonus action.
to Everything. Once you have used this feature, you cannot do so again
until you finish a long rest.
Draconic Bloodline (Fang)
Draconic Presence
Your innate magic comes from draconic magic
Beginning at 18th level, you can channel the dread

that was mingled with your blood or that of your


presence of your dragon ancestor, causing those

ancestors. Most often, sorcerers with this origin

trace their descent back to a mighty sorcerer of


around you to become awestruck or

ancient times who made a bargain with a


frightened. As an action, you can

dragon or who might even have claimed a


spend 5 sorcery points to draw on

dragon parent. Some of these bloodlines


this power and exude an aura of

are well established in the world,


awe or fear (your choice) to a

but most are obscure. Any given


distance of 60 feet. For 1 minute

sorcerer could be the first of a new

bloodline, as a result of a pact or


or until you lose your

some other exceptional


concentration (as if you were

circumstance. casting a concentration

spell), each hostile creature

Draconic Resilience that starts its turn in this aura

As magic flows through your body,

it causes physical traits of your


must succeed on a Wisdom

dragon ancestors to emerge. At


saving throw or be charmed

1st level, your hit point maximum


(if you chose awe) or frightened

increases by 1 and increases by 1


(if you chose fear) until the

again whenever you gain a level


aura ends. A creature that

in this class. Additionally, parts of


succeeds on this saving

your skin are covered by a thin

sheen of dragon-like scales. When


throw is immune to your

you aren’t wearing armor, your AC


aura for 24 hours.
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.

9
More Credits

Claw Page 7 Art: Viking Warrior by Alexander Kharibyn


Fang
Page 8 Art: Dragonsoul Heir by Howard Lyon ©
WotC, Inc.

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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using GM Binder.

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