Gloom Fangs, People of the Deepest Jungle

“All things are poison and nothing is without poison; only the dose makes a thing not a poison.”
-Paracelsus

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Gloom Fangs


Native to a sweltering rain forest with a thick canopy far above, the Gloom Fangs are a diminutive variety of reptilian folk who have adapted to thrive in the dim and dark. They swiftly and quietly hunt as an organized pack that outflanks prey from the deep shadows into which they can see but the creatures they pursue cannot. Their small size makes them particularly capable in the thick tangles of vines and precarious ledges that would not hold a larger being. They also frequently hunt creatures too poisonous to consume in order to harvest those poisons to boil into potent tools for bringing down difficult prey.

Opportunistic Scavengers

With their smaller individual size as well as larger communities, Gloom Fangs often cannot rely on the hunt alone to sustain their population. When the opportunity arises, they will not hesitate to steal the kills of other predators or even stalk wounded creatures too large to hunt alone in order to whisk it back to camp when it succumbs naturally. They will not eat things that have been dead and uncooked for too long, but they will still take the bodies to use the bones and other parts to craft tools and use the rotting remnants as lures for other prey.

Call to the Great Eight-Eyes

Larger communities of Gloom Fangs are typically led by shamans or druids who will lure out and tame monstrously large tarantulas from the deep jungle. These beasts are used to guard settlements to big to keep hidden, and on occasion are used in war parties, with a half dozen or more well armed Gloom Fangs riding atop the creature. They have taboos against depicting the eight eyes or eight legs of the spiders, however, and so will typically use their fangs or depictions of them as icons or clan symbols.

Gloom Fang Names

Names among the Gloom Fang folk tend to be short and harsh-sounding to those unfamiliar with Draconic.

Example Androgynous Names: Bax, Dro, Hath, Klaem, Melsh, Rak, Sask, Thirr, Vuin, Zil

Example Feminine Names: Arck, Chey, Draf, Ghat, Kank, Ruhv, Skleer, Tirk, Vog, Zuar

Example Masculine Names: Ashk, Balth, Ferk, Gox, Kern, Norr, Pent, Raul, Tuk, Vusk

Gloom Fang Traits

Your Gloom Fang character has several traits.
    Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
    Age. Gloom Fangs reach maturity at age 16 and rarely live past 50.
    Alignment. Focused on survival above other concerns, Gloom Fangs tend towards neutral alignments.
    Size. An average Gloom Fang is about 3’9” tall and about 45 pounds. Your size is Small.
    Speed. Your base walking speed is 30 feet and you also have a swimming speed of 30 feet.
    Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
    Bite. Your bite is a natural weapon which you can use to make unarmed strikes. With a hit, you deal piercing damage equal to 1d4 + your Strength modifier.
    Hold Breath. You can hold your breath for 15 minutes.
    Natural Armor. Your AC when you aren’t wearing armor is 13 + your Dexterity modifier. You can use a shield as normal, and if you wear armor that provides a lower AC than your natural armor, you may use your natural armor AC instead.
    Stalker. You gain proficiency with your choice of two of the following skills: Athletics, Nature, Perception, Stealth, Survival.
    Waste Not. During a short or long rest, so long as you have a blade or appropriate artisan’s tools, you can craft basic gear from the carcasses of freshly deceased beast, construct, dragon, monstrosity, or plant type creatures that are Small or larger in size. During a rest you can craft a club, a javelin, a shield, 1d4 darts or 1d4 blowgun needles from one such carcass.
    Languages. You can speak, read, and write Common and Draconic.

Random Height and Weight

Base Height Base Weight Height Modifier Weight Modifier
3’4″ 40 lbs +2d4 x1

New Feat


Hunter

You have great skill in hunting creatures of the wilds. You gain the following benefits:

  • Your Dexterity or Wisdom score increases by 1, to a maximum of 20.
  • When making Wisdom(Survival) checks to hunt or track beasts, you may roll 1d4 and add the amount rolled to the result of that check.
  • As a bonus action you can take aim with a ranged weapon. If you hit a creature with the next ranged weapon attack you make this round, the target must also make a Constitution saving throw, with a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier. On a failed save, the target’s speed is reduced by 10 feet. The target may repeat this Constitution save at the end of each of its turns, ending the effect on a success.

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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Gloom Fangs, People of the Deepest Jungle Copyright 2020, Malachite Idol; Author Patrick Johnson.

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