What I’m sure everyone has been waiting for: a new dragon!
According to the Forgotten Realms wiki, the
fang dragon is a type of chromatic dragon and is also called a gray dragon. Pfui to that, says I! No, fang dragons are something else entirely. Fang dragons got reprinted in
Monstrous Compendium Annual #1 for 2e, and later in
Monsters of Faerûn for 3e. Considering the Realmsian bent of 5e, I’m really surprised they weren’t in Fizban’s.
I also saw that essence dragons don’t have Great Wyrms, and neither do gem dragons. I wonder if there’s a deliberate reason for that, or an accidental omission. They also don’t have tail attacks, but I gave one to the fang dragon anyway. It deserves one. After all, it can’t fly and doesn’t have a breath weapon. But don’t worry—it’s still pretty darn nasty.
(Just in case it’s not clear, their claw/claw/bite Multiattack does
not include their Soulbite attack. Just its regular bite.)
The article only references a single artist--Jim Holloway--but it's unclear if he did every piece for this article, or just the first piece, since it said illustration, singular.
Fang Dragon (Essence Dragon)
The Dragon’s Bestiary, Dragon Magazine #134
Created by Ed Greenwood
Essence dragons embody the land, but sometimes humanoids change the land through their actions. In places where great wars have been fought—not mere skirmishes or simple battles, but the type of wars that last for decades or longer and reshape the politics of an entire continent—fang dragons rule.
Fang dragons has scales that look like metal plates, steely gray and dotted with red-brown rust, and their heads resembles bestial horned helmets, with oversized jaws filled with far too many teeth. Every part of their body is covered in barbed bone spurs and their tails split into two, each of which ends a scythe blades, heralding the death they bring. Their wings are too small for flight, but allow them to make prodigious leaps.
God of War. The land of a fang dragon is often a dreary place, where the threat or actuality of war always hangs over the heads of every citizen. Mud-splattered refugees, mercenaries, soldiers alike crowd the settlements while press-gangs search for likely new candidates for the front lines. Tensions run high and sides are chosen, with little or no trust between the sides, and diplomacy is shunned. And the dragon watches, and approves, and encourages it all. If peace seems to threaten, the dragon will work to break that peace, sending servitors in the guise of one side or another to stage attacks, or to infiltrate one side or the other—or both—as an advisor to the ruler. Fang dragons care nothing about politics; it only loves war.
Some people make offerings to the gods as they pray for victory in war, or respite from it. The dragon greedily takes those offerings. What it can’t use itself, it generously lends to its lieutenants. In some places, the fang dragon itself is seen as a war god, and it revels in that belief.
Legends and Lore
With an Arcana or Nature check, the characters can learn the following:
DC 10. Fang dragons are spiritually linked to places of important battles or incessant warfare. A fang dragon’s lair is usually a very strong fortress with dozens or scores of soldiers within.
DC 15. Although they lack a breath weapon, their bite can permanently drain a person’s health. Fang dragons love magic items and will use any it owns intelligently and to great effect.
DC 20. Despite their bellicose nature, they are able and willing to converse in many languages, and seem to enjoy verbal battles as much as physical ones. They will also never (directly) harm one another—the only note of peace these dragons care about.
Fang Dragon Encounters
Terrain: hills, mountains, ruins
CR 3-4 fang dragon wyrmling
Treasure: 150 gp, 100 sp, onyx (worth 50 gp),
necklace of fireballs.
CR 5-10 fang dragon wyrmling with 1d4 dragonbound warriors, kobolds, or soldiers; young fang dragon.
Treasure: 250 pp, 200 gp, iron crown set with bloodstones (300 gp), rare book on ancient wars (250 gp), brass censor etched with draconic scales (100 gp),
iron bands of binding, potion of mind reading, dust of dryness.
CR 11-16 young fang dragon with veteran and 1d4+2 soldiers; young fang dragon with soldier squad.
Treasure: 1,000 gp, 1,200 sp, emerald (1,000 gp), steel scepter engraved with dwarven faces and axeheads (1,000 gp), quiver made from red dragon hide with 10
+1 arrows, luckstone,
ring of jumping.
CR 17-22 adult fang dragon; adult fang dragon with blackguard or holy knight; young fang dragon with 2 soldier squads; ancient fang dragon.
Treasure: 750 pp, 8,500 gp, 10,000 sp, 3 sapphires (1,000 gp each), a hostage (young member of the royal family) from a nearby kingdom, 2
elemental gems,
manual of gainful exercise, single-edged
+2 greatsword named Cleaver of Tyrants with permanently bloodstained blade.
CR 23-30 ancient fang dragon with 2 wights; adult fang dragon with wraith lord or knight captain.
Treasure: 1,500 pp, 10,000 gp, suit of ceremonial gold-etched full plate armor (2,500 gp), gold pendant studded with an enormous diamond (7,500 gp), chess set made from marble, gold, and platinum (5,000 gp),
4 potions of superior healing, ioun stone (absorption), 2 oils of sharpness, rod of rulership.
CR 31+ ancient fang dragon with knight captain and two soldier squads; ancient fang dragon with 2d4+2 wights; adult fang dragon with wraith lord and 3-4 wights
Treasure: 4,000 pp, 18,000 gp, a dozen sapphires (1,000 gp each), perfect ruby the size of a chicken’s egg (10,000 gp),
candle of invocation, cubic gate, efreeti bottle, wand of lightning bolts.
Signs
1. A battlefield, littered with fresh corpses.
2. A strangely-shaped, undecorated iron shield without a grip but with a spike for a shield boss; a DC 15 Nature check is required to realize this is a dragon’s scale.
3. Corpses of soldiers, strung up in a way to show humiliation and defeat.
4. The smell of blood in the air.
5. A notice looking for mercenaries.
6. The weather is always dreary and oppressive, like a thunderstorm is on its way.
Behavior
1-2. Enjoying a leisurely hunt alone.
3. Polishing a collection of weapons and armor collected from defeated foes.
4. Along with its warriors, completely destroying a town.
5. Overseeing the construction of a monument to honor a decisive battle.
6. Leading an army from the front into a massive battle.
7. Engaging in a discussion of tactics with its advisors.
8. Raging and demanding tribute.
Fang Dragon Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency modifier. Choose or roll one or more of the following features:
1. The dragon’s lair is in a well-constructed fortress which is heavily patrolled by the dragon’s many soldiers. Journeys to the dragon’s lair trigger twice as many encounters as normal. Additionally, at the beginning of each round of combat, roll a d6. On a 5-4, 1d4 soldiers arrive to defend the dragon. The soldiers fight until killed or until the dragon instructs them to stop.
2. The lair is in the middle of a haunted battlefield. Zombies, skeletons, specters, and warlord’s ghosts roam freely, as do brigands and grave-robbers. Journeys to the dragon’s lair trigger twice as many encounters as normal. Additionally, a mist hangs over the entire land, reducing visibility by half.
3. The rocks and trees branches are particularly sharp. Whenever one of the dragon’s attacks or abilities cause a creature to impact a solid object, increase the damage that creature takes by 9 (2d8).
4. Buzzing, biting, disease-bearing carrion flies are everywhere. The first time a creature takes damage in the lair, and after every hour when not at full hit points, the creature must make a Constitution saving throw or catch sewer plague from the flies (see Diseases in Chapter 7: Maladies in
Trials & Treasures).
Names
Agnarcadel the Fierce, Bladeclaw, Bloodshedder, Koamalou Deathbringer, Tumult
Ancient Fang Dragon
Legendary gargantuan dragon
Challenge 22 (41,000 XP)
AC 22 (natural armor)
HP 367 (21d20+147; bloodied 183)
Speed 40 ft., burrow 40 ft.
STR 26 (+8)
DEX 10 (+0)
CON 24 (+7)
INT 16 (+3)
WIS 16 (+3)
CHA 18 (+4)
Proficiency +7
Maneuver DC 23
Saving Throws Str +15, Dex +7, Con +14, Int +10, Wis +10, Cha +11
Skills Deception +11, History +10, Perception +10 (
+1d6)
Damage Resistances damage from nonmagical weapons
Condition Immunities charmed, fatigue, frightened, strife
Senses darkvision 120 ft., passive Perception 23
Languages Common, Draconic, three more
Armored Hide. If a creature targets the dragon with a melee attack using a nonmagical weapon and rolls a natural 1 on the attack roll, the weapon breaks. If the creature targets it using a magical weapon and rolls a natural 1, the weapon is damaged and provides no attack or damage bonuses for 1 hour.
Bloodied Frenzy. While the dragon is bloodied, it makes all attacks with advantage and all attacks against them are made with advantage.
Leaper. The dragon can jump up to 40 feet horizontally and 40 feet vertically without a running start.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall off and crumble into dust. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
Master of The Battlefield. The dragon gains a d4 expertise die on Intelligence checks made to recall lore about war, arms and armor, and tactics. If it fails such a roll, it can use a Legendary Resistance to treat the roll as a 20.
Mimicry. The dragon can mimic voices and animal sounds. Recognizing the sounds as an imitation requires a DC 19 Insight check.
Spiked. A creature that grapples or is grappled by the dragon takes 11 (2d10) piercing damage at the start of the dragon’s turn.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 41 (6d10+8) piercing damage.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 26 (4d8+8) slashing damage. If the dragon scores a critical hit, one piece of the target’s armor is damaged, or broken if it is already damaged.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) slashing damage, and dragon pushes the target 10 feet away, and the target must make a DC 23 Strength saving throw or be stunned until the end of its next turn.
Soulbite (Recharge 5-6). Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 41 (6d10+8) piercing damage, and the target must make a DC 22 Constitution saving throw. It takes 66 (12d10) necrotic damage and two levels of fatigue on a failed save, or half as much damage and one level of fatigue on a successful one. The target’s hit point maximum is reduced by an amount equal to half the necrotic damage taken, and the dragon regains that many hit points. The reduction lasts until the target is subjected to a
greater restoration spell. A humanoid reduced to 0 hit points by this attack dies. Its corpse rises as either a wight or a wraith (Narrator’s choice) 1d4 nights later. It pays fealty to the dragon but is not under its direct control.
Reactions
Tail Block. When a creature attacks the dragon or a target within 20 feet of it, the dragon uses its tail to impose disadvantage on that attack.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of each of its turns.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 19 Charisma saving throw or be frightened for 1 minute. A creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to the Roar for 24 hours.
Tail Attack. The dragon makes an attack with its tail.
Vaulting Leap (Costs 2 Actions). The dragon leaps up to its speed horizontally and vertically without provoking opportunity attacks and can land in a space containing one or more creatures. Each creature in its space when it lands must make a DC 23 Dexterity saving throw, taking 30 (4d10+8) bludgeoning damage and being knocked prone on a failure. On a success, the creature takes half damage and is pushed 10 feet away.
Conscription (Costs 3 Actions). The dragon targets a corpse within 60 feet of it that can see. That creature rises as a
zombie under the dragon’s control.
Variant: Fang Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A fang dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories.
Young (save DC X): 3/day each: detect magic, shield
Adult (save DC X): 3/day each: counterspell, spike growth
Ancient (save DC X): 1/day each: globe of invulnerability, telekinesis
Adult Fang Dragon
Legendary huge dragon
Challenge 17 (18,000 XP)
AC 20 (natural armor)
HP 195 (17d12+85; bloodied 97)
Speed 40 ft., burrow 30 ft.
STR 22 (+6)
DEX 10 (+0)
CON 20 (+5)
INT 14 (+2)
WIS 14 (+2)
CHA 16 (+3)
Proficiency +6
Maneuver DC 20
Saving Throws Str +12, Dex +6, Con +11, Int +8, Wis +8, Cha +9
Skills Deception +9, History +8, Perception +8 (
+1d6)
Damage Resistances damage from nonmagical weapons
Condition Immunities charmed, fatigue, frightened, strife
Senses darkvision 60 ft., passive Perception 21
Languages Common, Draconic, two more
Armored Hide. If a creature targets the dragon with a melee attack using a nonmagical weapon and rolls a natural 1 on the attack roll, the weapon breaks. If the creature targets it using a magical weapon and rolls a natural 1, the weapon is damaged and provides no attack or damage bonuses for 1 hour.
Bloodied Frenzy. While the dragon is bloodied, it makes all attacks with advantage and all attacks against them are made with advantage.
Leaper. The dragon can jump up to 40 feet horizontally and 30 feet vertically without a running start.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall off and crumble into dust. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest.
Master of The Battlefield. The dragon gains a d4 expertise die on Intelligence checks made to recall lore about war, arms and armor, and tactics. If it fails such a roll, it can use a Legendary Resistance to treat the roll as a 20.
Mimicry. The dragon can mimic voices and animal sounds. Recognizing the sounds as an imitation requires a DC 17 Insight check.
Spiked. A creature that grapples or is grappled by the dragon takes 11 (2d10) piercing damage at the start of the dragon’s turn.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 33 (5d10+6) piercing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 19 (3d8+6) slashing damage. If the dragon scores a critical hit, one piece of the target’s armor is damaged, or broken if it is already damaged.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 15 (2d8+6) bludgeoning damage plus 4 (1d8) slashing damage, and dragon pushes the target 10 feet away, and the target must make a DC 20 Strength saving throw or be stunned until the end of its next turn.
Soulbite (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit: 33 (5d10+6) piercing damage, and the target must make a DC 19 Constitution saving throw. It takes 44 (8d10) necrotic damage and two levels of fatigue on a failed save, or half as much damage and one level of fatigue on a successful one. The target’s hit point maximum is reduced by an amount equal to half the necrotic damage taken, and the dragon regains that many hit points. The reduction lasts until the target is subjected to a
greater restoration spell. A humanoid reduced to 0 hit points by this attack dies. Its corpse rises as either a wight or a wraith (Narrator’s choice) 1d4 nights later. It pays fealty to the dragon but is not under its direct control.
Reactions
Tail Block. When a creature attacks the dragon or a target within 20 feet of it, the dragon uses its tail to impose disadvantage on that attack.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of each of its turns.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 17 Charisma saving throw or be frightened for 1 minute. A creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to the Roar for 24 hours.
Tail Attack. The dragon makes an attack with its tail.
Vaulting Leap (Costs 2 Actions). The dragon leaps up to its speed horizontally and vertically without provoking opportunity attacks and can land in a space containing one or more creatures. Each creature in its space when it lands must make a DC 20 Dexterity saving throw, taking 28 (4d10+6) bludgeoning damage and being knocked prone on a failure. On a success, the creature takes half damage and is pushed 10 feet away.
Conscription (Costs 3 Actions). The dragon targets a corpse within 60 feet of it that can see. That creature rises as a
zombie under the dragon’s control.
*
Young Fang Dragon
Large dragon
Challenge 10 (5,900 XP)
AC 20 (natural armor)
HP 153 (18d10+54; bloodied 76)
Speed 40 ft., burrow 20 ft.
STR 19 (+4)
DEX 10 (+0)
CON 17 (+3)
INT 13 (+1)
WIS 14 (+2)
CHA 14 (+2)
Proficiency +4
Maneuver DC 16
Saving Throws Str +8, Dex +4, Con +7, Int +5, Wis +6, Cha +6
Skills Deception +6, History +6, Perception +6 (
+1d6)
Damage Resistances damage from nonmagical weapons
Condition Immunities charmed, fatigue, frightened, strife
Senses darkvision 60 ft., passive Perception 19
Languages Common, Draconic
Bloodied Frenzy. While the dragon is bloodied, it makes all attacks with advantage and all attacks against them are made with advantage.
Leaper. The dragon can jump up to 30 feet horizontally and 20 feet vertically without a running start.
Mimicry. The dragon can mimic voices and animal sounds. Recognizing the sounds as an imitation requires a DC 16 Insight check.
Spiked. A creature that grapples or is grappled by the dragon takes 5 (1d10) piercing damage at the start of the dragon’s turn.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 26 (4d10+4) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) slashing damage.
Soulbite (Recharge 5-6). Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 26 (4d10+4) piercing damage, and the target must make a DC 15 Constitution saving throw. It takes 33 (6d10) necrotic damage and one level of fatigue on a failed save, or half as much damage and takes no fatigue on a successful one. The target’s hit point maximum is reduced by an amount equal to half the necrotic damage taken, and the dragon regains that many hit points. The reduction lasts until the target is subjected to a
greater restoration spell. A humanoid reduced to 0 hit points by this attack dies. Its corpse rises as either a wight or a wraith (Narrator’s choice) 1d4 nights later. It pays fealty to the dragon but is not under its direct control.
Reactions
Tail Block (Recharge 5-6). When a creature attacks the dragon or a target within 20 feet of it, the dragon uses its tail to impose disadvantage on that attack.
*
Fang Dragon Wyrmling
Medium dragon
Challenge 4 (1,100 XP)
AC 20 (natural armor)
HP 65 (10d8+20; bloodied 32)
Speed 30 ft., burrow 15 ft.
STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 11 (+0)
WIS 12 (+1)
CHA 12 (+1)
Proficiency +2
Maneuver DC 13
Saving Throws Str +5, Dex +2, Con +4, Int +2, Wis +3, Cha +3
Skills Deception +5, Perception +3 (
+1d6)
Damage Resistances damage from nonmagical weapons
Condition Immunities charmed, fatigue, frightened, strife
Senses darkvision 60 ft., passive Perception 16
Languages Common, Draconic
Bloodied Frenzy. While the dragon is bloodied, it makes all attacks with advantage and all attacks against them are made with advantage.
Leaper. The dragon can jump up to 20 feet horizontally and 10 feet vertically without a running start.
Mimicry. The dragon can mimic voices and animal sounds. Recognizing the sounds as an imitation requires a DC 16 Insight check.
Spiked. A creature that grapples or is grappled by the dragon takes 3 (1d6) piercing damage at the start of the dragon’s turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 19 (3d10+3) piercing damage.
Soulbite (Recharge 5-6). Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 26 (4d10+4) piercing damage, and the target must make a DC 15 Constitution saving throw. It takes 22 (4d10) necrotic damage and one level of fatigue on a failed save, or half as much damage and takes no fatigue on a successful one. The target’s hit point maximum is reduced by an amount equal to half the necrotic damage taken, and the dragon regains that many hit points. The reduction lasts until the target completes a long rest.