Gargantuan Dragon, Chaotic Neutral
Armor Class 22 Natural Armor
Hit Points 500 (27d20 + 216)
Speed 40 ft., Fly 70 ft., Climb 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
27 (+8)
INT
14 (+2)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws DEX +7, CON +15, WIS +11, CHA +12
Skills Athletics +17, Deception +12, Perception +18, Stealth +7, Survival +11
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Abyssal, Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Brutal Strenght. The dragon's melee attacks deal an extra die of damage (included in attacks).

Spike Scales. Grappling or being Grappled by the fang dragon deals 4d4 piercing damage at the beginning of the dragons turn.

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 20 Wisdom (Insight) check.

Natural Magic Weapons. The dragon's attacks are magical.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Soul Rending Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (3d10 + 10) piercing damage. The target must also succeed on a DC 23 Constitution saving throw or have its Constitution score reduced by 2d6. This reduction lasts until the target finishes a long rest, a creature whose Constitution is reduced to 0 dies and can not be resurrected by anything short of a wish spell. The Fang Dragon regains 1d12 hit points for every point of Constitution drained.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (3d8 + 10) bludgeoning damage plus 13 (2d12) slashing damage.

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 20 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.

Reactions

Reflective Hide(1/Day).  The fang dragon magically infuses his hide against magic for an hour. Spells effects targeted at the dragon are turned back upon the original caster, the spell has no effect on the dragon and instead targets the caster, using the slot level, spell save DC, Attack bonus, and Spellcasting Ability of the caster. The reflective hide turns only spells that have the dragon as the target, area spells are not affected, the dragon can decide to be affected by a spell or to reflect it. The dragon can return (1d4+8) spell levels affected by the turning. When the dragon is targeted by a spell of a higher level than the amount of spell turning it has left, that spell is partially turned and its effects are nullified.

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.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Description

Fang Dragons

The fang dragon body is covered in dark grey bony plates that end in curved and sharp scales with the appearance of small cutlasses, with the scales in his belly being a pale yellow almost like sand. Their eyes are red or orange, their hears are long ending on a sharp point to camouflage among the scales and have distinctive spikes in their chin. Their tail ends in two sharp scales with the form of scythes that as the dragon grows older becomes one of its more terrifying weapons. The dragon even in his wyrmling state shows great strength and has a characteristically developed jaw and small but muscled wings that it uses to improve their mobility in the ground since they are bad flyers.

Might Over Magic

Unlike other dragons, the fang is less capable in terms of magic even lacking a breath weapon, instead what magic the dragon has is expressed in his bite which is able to rip the souls of their victims like a vampire is able to but in a greater scale and in his hide which has the capability to bounce spells back at the caster in a limited way. They compensate for their lack of magic by being the physically strongest species in all Dragonkind. Because of this, it is rare to see a fang dragon wield high-level spells, while other ancient dragons will easily cast spells of 7th or 8th level while an ancient fang will probably be able to cast 5th or 6th at most.

Outcast Among Dragons

Dragons are usually divided into two categories, metallic that serve the lawful good Bahamut and chromatics that serve the chaotic evil Tiamat. Dragons from one category hate the dragons from the other and will kill one on sight no matter the context. Fang dragons are a rare breed of chromatics and yet are hunted and killed by both chromatic and metallic dragons. This is because Fang dragons while technically being chromatic were not created by Tiamat and are rumoured to have demonic blood. This infuriated Tiamat to the point of creating his own version of the fang dragon altering their habilities and tasking them to make the original fang dragons extinct, this new breed is known as the grey dragon.

The Lair of the Dragon

Fang dragons hunting grounds are enormous, they always have one main lair where they keep their hoard and multiple smaller ones that they use to rest or to hide treasure before taking it to the main lair. These lairs are usually small caves with low ceilings and twisting paths or grottos in dense dry forest. The dragon makes his lair in these places for the specific reason that it helps him to deal with flying enemies by forcing them in the ground to fight where the fang dragon is at its more dangerous like in the caves or by obstructing their vision and flying capabilities with dense foliage and tree branches. If the fang dragon is struggling to find a suitable lair it will use his incredible strength to produce one by riping trees or provoking landslides, this is also how the fang dragon hides and protects his main lair by putting giant boulders in the entrance. Using his strength is also the way he protects his favourite type of treasure, unrefined gems that the dragon nails to the walls and ceilings of his lair both to decorate and to make it difficult for thieves to steal them.

Ancient Fang Dragons

Very few fang dragons reach ancient status, but those that reach the apex of their power find themselves in a weird situation. They find themselves no longer being hunted by grey dragons since they prefer to attack fang dragons while they are young or wyrmlings, neither by adventurers since they prefer to trade and negotiate for help or wisdom to fight such a mighty creature. These dragons have survived against all odds and gathered an armoury worth of magic items to help them survive and enough treasure to found a small kingdom and now they can start to watch for the survival of their kind instead of his own. This drastic change affects the personality of the dragon making it tend to their neutral nature more than ever, while still being aggressive and natural hunters they are far from the random outburst of anger that the young ones have. Ancient fang dragons become sought by younger fangs for protection and counsel. Unlike other dragons who have the luxury of watching time go due to their longevity, fang dragon live their days one at a time and never plan things in the long run, until now, now the fang can start to prepare for what comes after the end of their lives. When a dragon enters their final years of life they are presented with a choice, they may choose Departing and go the afterlife in a way similar to mortals and forever rest in a dragon graveyard hidden from the world, evil dragon get to choose to become Draco-liches but without the cult of the dragon, the fang doesn't have nor want that option. The option the fang usually takes is Guardianship, becoming one with his land offering protection to those that the dragon allows. The land can hide dragon eggs with magic making it impossible to see or detect even with spells, the land can be defended by the ghost of the guardian dragon from intruders, the guardian can even granting his wisdom in the form of dreams or visions to younger dragon that commune with him. Dragons need treasure in other to depart from this world usually taking all they can from their hoard to gain prestige in their next life, but since fangs have this newfound care for their species and don't care for prestige from other dragons they tend to leave magic items behind for other fang dragons to inherit them.

Fang Dragon  as Allies

All dragons have by nature a sentiment of superiority over other races it's ingrained into their brains even good alignment dragon have this but the fang is a special case. Since birth, they are always either chasing or being chased the only moment they can feel that draconic pride is in a hunt but all that pressure to survive, that constant reminder of their mortality in a way humbles them. While you will always prefer a silver dragon as a companion fang dragon especially those befriended by adventurers from a young age tend to blend better in a group since they lack that arrogance that other dragons have, especially if you prove to them to be a good hunter.

Fang Dragon Magic

All dragons are sorcerers and gain magic with age but there are exceptions to this rule, astral and gold dragon gain more spells with their studies of magic like wizards do. Fang dragons are also an exception because for some unknown reason they also have access to cleric spells, specifically from the death, grave and protection domain.

Breath Stealer Variant

Not all fang dragon grow to become humble and wiser from their youth, some grow bitter and resentment against other creatures especially other dragons and now that they are not hunted, they become hunters, dragon hunters. The bite of a fang dragon is a mighty weapon able to steal the soul of his victim invigorating the dragon, in the case of these vindictive fang dragons the souls of other dragons overwhelms them with power bringing out their demonic inheritance corrupting them into becoming more aggressive and evil. Devouring the souls of other dragons the fang not only becomes empowered but it also gains something it has always lacked, a breath weapon, the breath weapon of his victim. The older the slain dragon the stronger the breath weapon is and the longer the fang is able to wield it as its own, with a wyrmling the fang will be able to use it a couple of times with an adult he may be able to use it for a week and with enough ancients devoured a fang may be able to keep the breath weapon forever even inheriting some spells or immunities from his victim. These kinds of fang dragons are known as the breath stealers and are terrifying to face especially since they may become breath stealers by accident at a younger age if they happen to defeat a dragon with their bite.

Lair and Lair Actions

The fang dragon prefers to lair in caverns, especially ones with many twists and turns with low ceilings or in dry forests where it can easily camouflage with the vegetation. In their lair, the dragon can easily force close combat with intruders and avoid flying units to ensure the most advantage in combat.

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:

  • The lair of the dragon magically influences the movements of the dragon's enemies to become clumsy and full of openings ready to be exploited by the dragon. The dragon makes a Wisdom (Perception) check versus the Charisma (Deception) check of one creature if the dragon succeeds he gains insight in the defences of the creature obtaining an additional damage dice and advantage on his next attack made against that creature until the next initiative of 20.
  • The dragon roars imitating the cries of the creatures it has slain in his lair creating a maddening cacophony, those who hear it must pass a Wisdom saving throw of 15 or be incapacitated by fear until the next initiative count 20. 
  • The dragon conjures an earth tremor in a 20-foot-radius area that the dragon can see within 120 feet of it, making it difficult terrain. Any creature in the affected area must pass a Dexterity saving throw of 15 or be knocked prone.

Regional Effects

The region containing a fang dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The hunting grounds of the fang dragon are heavily altered by the actions and the innate magic of the dragon. Any creature unfriendly to the dragon within the region has disadvantage on Wisdom (Survival) checks made to track the dragon.
  • Large game animals in the region become rare to encounter and predators become more aggressive and territorial.
  • Intelligent humanoids that wander into the hunting grounds of a fang dragon can not shake the feeling of being observed and that something is chasing after them.

If the fang dragon dies, these effects disappear over the course of 1d10 days.

Habitat: ForestMountain

The_Salty_One

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