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  TABLE	OF	CONTENTS
  Section
  Page
  Synopsis	and	Background
  3
  We’re	All	Doomed
  4
  Up	The	River
  5
  Bloodspear	Camp
  6
  Into	The	Eye
  7
  The	Shrine
  8
  Three	Altars
  9
  Chamber	of	the	Couatl
  10
  Night-Cloaked	Altar
  11
  Aftermath
  12
  Appendix	A:	Maps
  13
  Bloodspear	Camp
  13
  Shrine	of	Oatali
  14
  Appendix	B:	New	Monsters
  15
  Lizardfolk	Chieftain
  15
  Pterodactyl
  15
  Viperian	Sorceress
  16
  Appendix	C:	New	Magic	Items
  17
  Fangs	of	Oatali
  17
  Hidden	Lore
  18
  Acknowledgements	and	Credits
  19
  FANGS	OF	OATALI
  2
  
  SYNOPSIS	
  • The	adventure	begins	when	the	characters	
  become	embroiled	in	a	confrontation	
  between	a	lizardfolk	and	a	group	of	pirates.	
  • The	lizardfolk,	Rivo,	asks	the	group	to	help	
  him	on	a	mission.	He	says	his	god	is	angry	
  because	a	blasphemous	tribe	of	lizardfolk	
  stole	a	holy	relic	he	protected	called	the	
  Fangs	of	Oatali.	Rivo	must	recover	the	Fangs	
  before	the	full	moon	(in	two	days)	or	the	god	
  Oatali	will	unleash	cataclysm	on	the	land.	
  • The	characters	travel	with	Rivo	into	the	
  jungle	and	confront	the	tribe	that	stole	the	
  Fangs.	The	group	must	0ind	a	way	to	recover	
  the	Fangs	from	the	hostile	tribe.	
  • The	characters	then	go	to	a	huge	sinkhole	
  that	houses	the	shrine	of	Oatali.	They	must	
  0ight	through	lizardfolk	enemies	and	mystical	
  wards	to	return	the	Fangs	of	Oatali	to	their	
  place	and	appease	the	god’s	anger.	
  BACKGROUND	
  • Rivo	is	one	of	few	remaining	shamans	at	the	
  shrine	of	Oatali,	a	massive	sinkhole	housing	a	
  magical	artifact	called	the	Fangs	of	Oatali.	
  The	Fangs	are	a	sacred	relic	created	by	an	
  ancient	couatl	deity	named	Oatali	(“wah-tah-
  lee”).		
  • Four	days	ago,	Aresk,	the	leader	of	a	
  lizardfolk	tribe,	commanded	his	warriors	to	
  steal	the	Fangs	of	Oatali	to	honor	Nathrexis,	
  the	evil	snake	goddess	he	recently	began	
  worshipping.	Yazra,	a	viperian	sorceress	
  disguised	as	a	lizardfolk	shaman,	
  manipulated	Aresk	into	worshipping	her	
  goddess	and	stealing	the	Fangs.	
  • Following	the	theft,	Rivo	received	a	vision	
  from	Oatali	promising	great	destruction	on	
  the	faithless	lizardfolk	tribe	if	the	Fangs	
  aren’t	returned	by	the	next	full	moon.	In	
  desperation	to	save	his	people,	Rivo	traveled	
  to	the	nearest	city	to	seek	heroes’	help	
  recovering	the	Fangs.		
  A	WORD	TO	THE	GM	
  This	adventure	is	meant	to	be	run	at	a	glance	
  with	minimal	preparation	and	a	natural	
  delivery.	This	required	re-thinking	the	normal	
  adventure	presentation	a	bit.	Here’s	what	you’ll	
  0ind	included:	
  • Each	encounter	contained	on	one	page.	
  • Bulleted	lists.	Bolded	keywords.	
  • Hyperlinks	to	monsters	and	rules	online	for	
  quick	reference.	
  • Printable	cards	for	each	monster	and	PC	so	
  you	can	run	encounters	using	a	card	stack.	A	
  short	video	walkthrough	of	this	method	can	
  be	found	here.	
  • Printable	cards	for	special	treasure	handouts.	
  • Short	room	and	area	descriptions.	No	
  paragraphs	of	droning	0lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie0ly	explained	non-encounter	rooms.	
  Again,	embellish	as	desired!	
  • GM	maps	and	player-safe	digital	maps	for	use	
  with	virtual	tabletops.	
  • A	short	video	walkthrough	of	the	adventure	
  that	can	be	found	here.	
  PACING/TRANSITIONS	
  A	dramatic	question	is	presented	with	most	
  scenes.	Once	that	question	has	been	answered,	
  the	tension	of	the	scene	is	resolved.	That’s	your	
  cue	to	work	toward	the	transition	provided	at	
  the	end	the	scene	—	even	if	that	means	
  summarizing	the	end	of	a	clearly	decided	
  combat,	or	in	the	case	of	clever	players,	
  skipping	combat	altogether.	Keep	the	game	
  moving	toward	the	next	challenge!		
  	
  Room	descriptions	that	are	usually	long	
  blocks	of	literary	read-aloud	text	have	been	left	
  short	and	informational	in	this	adventure.	
  Many	Game	Masters	prefer	to	paraphrase	read-
  aloud	text	and	set	the	scene	based	on	what	
  tone	and	level	of	detail	his	or	her	group	0inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  FANGS	OF	OATALI
  3
  
  WE’RE	ALL	DOOMED	
  The	PCs	begin	inside	The	Rusty	Mug,	a	
  dockside	tavern	in	a	vibrant	port	city.	The	city	
  should	be	surrounded	by	a	tropical	jungle	and	
  located	along	a	river	going	inland.	
  Pirates,	smugglers,	and	thieves	0ill	the	tavern.	
  Rivo,	a	lizardfolk,	is	going	from	table	to	table	
  gesturing	wildly	and	saying,	“death	is	coming!”	
  The	visibly	annoyed	patrons	ignore	him.		
  Use	any	of	the	following	hooks	to	introduce	the	
  characters	to	the	adventure:	
  APPEAL	TO	REWARD	
  Rivo	approaches	the	characters	and	tells	them	
  a	holy	relic	called	the	Fangs	of	Oatali	(wah-tah-
  lee)	has	been	stolen.	He	says	the	god	Oatali	will	
  bring	great	cataclysm	upon	the	jungle	at	the	
  full	moon	(two	days	away)	unless	the	relic	is	
  returned.	Rivo	tells	the	PCs	he	will	give	them	
  his	sailing	ship,	Riverclaw,	if	they	recover	the	
  Fangs	from	the	lizardfolk	who	stole	it	and	
  return	it	to	Oatali’s	shrine	within	two	days.	
  APPEAL	TO	HEROISM	
  A	group	of	drunk	pirates	has	had	enough	of	
  Rivo’s	pleading.	Three	bandit	captains	rise	to	
  pummel	him	into	unconsciousness.	The	
  characters	are	the	only	heroes	in	sight.	If	they	
  intervene,	Rivo	asks	their	help	with	recovering	
  the	Fangs	of	Oatali	as	per	Appeal	to	Reward	
  and	Appeal	to	Discovery.	
  APPEAL	TO	DISCOVERY	
  Rivo	approaches	the	PCs’	table	and	pleads	that	
  they	listen.	He	says	there	are	many	lost	
  treasures,	including	the	infamous	Ruby	of	
  Barbalt,	hidden	in	the	jungle.	If	the	PCs	help	
  him	recover	a	stolen	relic,	his	tribe	will	grant	
  them	permission	to	hunt	for	the	ruby	on	their	
  lands	where	it	was	last	seen	a	century	ago.	
  DRAMATIC	QUESTION	
  Will	the	characters	agree	to	help	Rivo?	
  Rivo,	NG	lizardfolk	
  “Why	does	nobody	listen?	We	will	all	die,	I	say!”	
  •
  Appearance.	Thin.	Red	scales.	Black	feather	
  tattoos	on	his	chest	and	shoulders.	
  •
  Does.	Prays	quietly	to	Oatali	in	Draconic,	
  especially	while	irritated.	
  •
  Secret.	The	chief	of	the	tribe	that	stole	the	
  Fangs	is	his	brother,	Aresk,	who	usurped	
  Rivo’s	role	as	chief	three	years	ago.	
  WHAT	RIVO	KNOWS	
  • What	relic	was	stolen?	A	magical,	ancient	
  string	of	jewels	called	the	Fangs	of	Oatali.	
  • How	do	you	know	cataclysm	is	coming?	I	
  am	a	shaman	at	our	people’s	shrine	to	Oatali.	
  The	god	sent	me	a	vision	of	burning	cities	
  and	vast	sinkholes	beneath	the	full	moon.	
  • Why	do	you	need	us?	Only	a	few	shamans	of	
  Oatali	remain.	Our	way	is	old,	forgotten.	We	
  are	not	strong	enough	on	our	own.	
  • Who	stole	the	Fangs?	A	tribe	of	
  blasphemous	lizardfolk,	the	Bloodspear.	
  • Why	did	they	steal	it?	I	do	not	know.	They	
  have	lost	the	way.	Their	faith	in	Oatali	falters.	
  • Where	is	the	tribe?	Deep	in	the	jungle,	up	a	
  river.	I	know	the	path.	But	it	is	dangerous.	
  Sidebar:	Oatali,	the	Feathered	Snake	
  • Characters	with	a	passive	Intelligence	
  (History)	score	of	15	or	higher	know	Oatali	is	
  an	old	god	of	the	primal	forces	of	nature.	
  • Characters	with	a	passive	Intelligence	
  (History)	score	of	17	or	higher	know	Oatali	is	
  depicted	as	a	feathered	snake	who	is	distant	
  but	benevolent.	Still,	legends	tell	that	when	
  displeased,	Oatali	has	opened	sinkholes	that	
  have	swallowed	entire	cities.	
  TRANSITION	
  If	the	characters	agree	to	help	Rivo,	he	urges	
  them	to	gather	what	they	need.	Once	they	are	
  ready,	he	takes	them	to	board	Riverclaw	at	the	
  docks.	Go	to	Up	The	River.	
  FANGS	OF	OATALI
  4
  
  UP	THE	RIVER	
  ON	THE	RIVER	
  • Rivo	skillfully	steers	Riverclaw,	a	narrow	
  sailing	ship	with	two	masts,	up	the	river.	
  • The	dense,	humid	jungle	brushes	the	sails,	
  and	shafts	of	sunlight	dapple	the	water.	
  • Rivo	tells	the	group	the	journey	to	the	
  Bloodspear	camp	takes	eight	hours.	
  DEVELOPMENT	
  • A	giant	crocodile	attacks	anyone	in	the	
  water	after	1d4	rounds.	
  • An	untrained	sailor	steering	Riverclaw	must	
  use	an	action	and	pass	a	DC	16	Intelligence	
  check.	On	a	success,	Riverclaw	moves	30	feet.	
  On	a	failure,	or	if	un-piloted,	Riverclaw	drifts	
  20	feet	in	a	random	direction.	
  • During	the	course	of	the	journey,	roll	three	
  times	on	the	River	Events	table.	For	each	roll,	
  if	the	PCs	act	as	lookouts	and	pass	a	group	
  DC	16	Wisdom	(Perception)	check,	roll	with	
  disadvantage	on	the	table.	
  DRAMATIC	QUESTION	
  Can	the	group	safely	travel	up	the	river?	
  TRANSITION	
  Rivo	lands	the	ship	onshore	and	the	group	
  heads	into	the	jungle.	Go	to	Bloodspear	Camp.	
  RIVER	EVENTS
  D20
  Detail
  1
  A	large	shadow	under	the	water	follows	
  the	boat	for	a	time,	then	disappears
  2
  The	branches	overhead	shake;	1d6	
  rattled	tarantulas	(spiders)	fall	on	deck
  3
  A	powerful	wind	whips	up,	then	quiets
  4
  Dense	vegetation!	The	PCs	have	
  disadvantage	on	their	next	Wisdom	
  (Perception)	checks
  5
  Oatali’s	favor:	everyone	gains	10	
  temporary	HP
  6
  Whirlpool!	Everyone	must	pass	a	DC	16	
  Dexterity	save	or	fall	overboard
  7
  A	curious	merfolk	follows	the	boat	
  8
  An	ape	bounds	from	the	trees,	grabs	
  1d4	un-held	items,	and	jumps	back
  9
  A	giant	constrictor	snake	with	a	bite	out	
  of	its	side	falls	onto	a	character
  10
  Snagging	branches	rip	the	sails!	The	DC	
  to	steer	Riverclaw	becomes	19
  11
  Shapes	in	the	jungle;	everyone	must	
  pass	a	DC	16	Dexterity	save	or	be	hit	by	
  thrown	rocks	for	12	(2d8	+	3)	
  bludgeoning	damage
  12
  Two	indifferent	pterodactyls	try	to	eat	
  rations	out	of	bags	on	the	ship	deck
  13
  Treasure!	An	amulet	of	health	glitters	
  beneath	water	for	the	brave	to	claim…
  14
  A	wounded	couatl	swoops	in	and	crash	
  lands	on	the	deck.	It's	at	0	HP	and	must	
  make	death	saves.	If	the	PCs	save	it,	it	
  swears	to	help	them	in	a	time	of	need
  15
  1d6	merrow	rear	from	the	water,	throw	
  harpoons,	and	try	to	drag	away	any	
  captured	characters
  16
  A	giant	ape	bursts	from	the	jungle	and	
  throws	rocks	for	1d4	rounds
  17
  Oatali’s	rage	causes	a	20-foot	tidal	
  wave;	everyone	must	pass	a	DC	16	
  Strength	save	or	take	22	(4d10)	
  bludgeoning	damage	and	fall	overboard
  18
  Pirates!	A	rowboat	of	1d8	desperate,	
  bedraggled	bandit	captains	attacks	
  19
  Unseen	rocks!	The	ship	starts	taking	on	
  water	and	sinks	in	2d4	rounds	unless	
  the	characters	close	the	breach.	A	giant	
  ape	stalks	the	group	if	they	travel	by	
  foot	on	land
  20
  Roll	twice,	combining	the	results
  FANGS	OF	OATALI
  5
  
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  THE	SHRINE	
  AREA	2:	SHIMMERING	HALLWAY	
  • The	underwater	lake	tunnel	exits	into	a	
  natural	pool	on	a	landing.	Stone	stairs	lead	
  up	into	a	winding,	narrow	hallway.	
  • The	hallway	glows	with	multicolored	hues	
  re0lecting	from	a	brightly	lit	chamber	ahead.		
  • Dim	natural	light	0ilters	into	the	caves.	
  DEVELOPMENT	
  • PCs	who	inspect	the	walls	notice	the	rainbow	
  light	shimmers	along	it	in	the	shapes	of	giant,	
  undulating	snakes.	
  AREA	3:	PRISMATIC	ROOM	
  • An	iridescent	orb	of	light	rolls	and	ricochets	
  around	this	15-foot	high,	circular	chamber.		
  • The	orb	is	ten	feet	tall	and	ten	feet	wide.		
  • The	room	has	four	locked	stone	doors.	
  DRAMATIC	QUESTION	
  Can	the	group	survive	the	magical	orb?	
  	
  DEVELOPMENT	
  • The	orb	is	a	magical	trap	created	by	Oatali's	
  divine	anger.	It	moves	15	feet	in	a	random	
  direction	each	round.		
  • A	character	struck	by	the	orb	must	pass	a	DC	
  16	Dexterity	save	or	suffer	the	effects	of	the	
  prismatic	spray	spell	(ignore	the	
  transportation	effect	of	the	violet	color).	
  • Characters	can	cause	the	orb	to	wink	out	of	
  existence	for	1d6	rounds	by	successfully	
  casting	dispel	magic	on	it.	Treat	the	orb	as	an	
  8th-level	spell.		
  • Characters	who	take	a	round	to	inspect	the	
  orb	and	who	succeed	on	a	DC	16	Intelligence	
  (Arcana)	check	determine	casting	the	
  moonbeam	spell	centered	on	the	orb	will	
  hold	it	in	place	for	as	long	as	the	spell	lasts.	
  • Each	locked	door	opens	with	a	successful	DC	
  18	Strength	check	or	a	DC	18	Dexterity	check	
  by	characters	pro0icient	in	thieves’	tools.	
  TRANSITION	
  If	the	characters	enter	Areas	4,	5,	or	6,	go	to	
  Three	Altars.	If	they	enter	Area	7,	go	to	
  Chamber	of	the	Couatl.	
  FANGS	OF	OATALI
  8
  
  THREE	ALTARS	
  AREA	4:	ALTAR	OF	THE	JUNGLES	
  • Chips	of	emerald	cover	the	walls	in	a	leafy	
  jungle	mosaic.	A	jade	altar	sit	in	an	alcove.	
  DEVELOPMENT	
  • The	0irst	creature	who	says	a	prayer	to	Oatali	
  at	the	altar	each	day	gains	the	ability	to	cast	
  animal	friendship	once	in	the	next	24	hours.	
  AREA	5:	ALTAR	OF	THE	RIVERS	
  • Shards	of	sapphire	form	mosaics	of	rushing	
  water	on	the	walls.	A	lapis	lazuli	altar	
  occupies	in	the	rear	alcove.	
  DEVELOPMENT	
  • PCs	who	inspect	the	altar	notice	it	has	
  blackening,	cracked	chips	on	its	surface.	
  Anyone	who	touches	the	altar	or	prays	over	it	
  triggers	a	blast	of	poison	from	it	and	must	
  succeed	on	a	DC	16	Constitution	save	or	take	
  2d12	poison	damage	(half	on	a	success).	
  AREA	6:	ALTAR	OF	THE	SUN	
  • Ruby	chips	radiate	along	the	walls	in	a	
  mosaic	of	the	sun	and	its	rays.		
  • A	wounded	lizardfolk	is	tied	atop	the	amber	
  altar	in	the	rear	alcove.	A	shrunken	head	on	
  a	spear	juts	from	the	earth	behind	her.	
  DEVELOPMENT	
  • The	shrunken	head	acts	as	the	audible	
  version	of	an	alarm	spell	covering	the	room.	
  Destroying	or	dispelling	the	magic	of	the	
  head	(AC	14,	8	HP)	ends	the	spell.	The	alarm	
  summons	the	lizardfolk	from	Area	7.	
  • The	lizardfolk	on	the	altar,	Sinta,	is	a	shaman	
  at	the	shrine.	She	offers	her	knowledge	to	
  anyone	who	helps	her.	
  • The	0irst	creature	who	says	a	prayer	to	Oatali	
  at	the	altar	each	day	gains	the	ability	to	cast	
  burning	hands	once	in	the	next	24	hours.	
  Sinta,	NG	lizardfolk	
  “We	must	be	thankful	to	Oatali	for	his	gifts.”	
  •
  Appearance.	Lithe.	Green	scales.	Wears	gold	
  armbands	that	match	her	eye	color.	
  •
  Does.	Frequently	tastes	the	air	with	her	
  forked	tongue,	even	mid-sentence.	
  •
  Secret.	Is	a	runaway	princess	of	a	lizardfolk	
  dynasty	far	to	the	west.	
  WHAT	SINTA	KNOWS	
  • The	Bloodspear’s	shaman,	Yazra,	lead	an	
  attack	on	the	shrine	four	days	ago.	Yazra	is	
  not	a	native	Bloodspear.	The	attackers	killed	
  everyone	except	Sinta	and	Rivo,	who	escaped.		
  • Sinta	suspects	Yazra	plans	to	sacri0ice	her	in	
  a	ritual	to	Oatali’s	rival	goddess,	Nathrexis.	
  • Nathrexis	is	an	evil	snake	goddess	of	the	
  night,	stars,	and	death.	The	lizardfolk’s	
  ancient	enemy,	the	viperians,	worship	her.	
  • Yazra	lurks	in	the	shrine	where	the	Fangs	
  belong.	The	shrine	is	past	the	mosaic	room	
  where	her	lizardfolk	warriors	camp.	
  TRANSITION	
  If	the	characters	enter	Area	7,	go	to	Chamber	of	
  the	Couatl.	If	they	backtrack,	go	to	The	Shrine.	
  FANGS	OF	OATALI
  9
  
  CHAMBER	OF	THE	COUATL	
  AREA	7:	COUATL	MOSAIC	ROOM	
  • Four	red-scaled	lizardfolk	stand	around	the	
  chamber	arguing	in	Draconic.	They	point	
  their	spears	at	each	other	and	hiss.	
  • The	walls,	0loor,	and	ceiling	of	this	room	are	
  covered	in	a	mosaic	of	precious	stones	and	
  gems	depicting	a	massive,	winding	couatl.	
  DEVELOPMENT	
  • The	lizardfolk	are	arguing	and	do	not	hear	
  most	activity	in	Area	3.	Characters	who	
  understand	Draconic	hear	these	phrases:		
  • Nathrexis	is	our	new	god,	just	accept	it!	
  • Yazra	has	addled	our	minds.	We’re	fools!	
  • If	the	characters	try	to	convince	the	lizardfolk	
  to	stand	down,	go	to	the	negotiation	section.	
  If	the	characters	succeed,	the	lizardfolk	offer	
  to	0ight	against	Yazra,	who	lurks	in	Area	8.	
  DRAMATIC	QUESTION	
  Can	the	PCs	get	past	the	guards?	
  NEGOTIATION	
  Success	if	the	conQlict	score	reaches	0.	Go	to	the	
  combat	section	if	it	reaches	5.	
  • The	lizardfolk	begin	with	a	con0lict	score	of	2.	
  • Suggesting	that	Oatali	might	forgive	them	for	
  their	disloyalty	reduces	their	score	by	1.	
  • Telling	them	that	Chief	Aresk	is	dead	
  reduces	their	score	by	1.		
  • Displaying	the	Fangs	of	Oatali	reduces	their	
  score	by	1.	
  • A	successful	DC	15	Charisma	check	of	any	
  kind	reduces	their	score	by	1.	A	failed	check	
  increases	their	score	by	1.	
  • A	failed	use	of	Charisma	(Deception)	
  increases	their	score	by	2	instead	of	1.	
  • A	successful	DC	15	Wisdom	(Insight)	check	
  reveals	one	of	the	above	details	or	the	
  current	con0lict	score.	
  COMBAT	
  • Every	1d4	rounds	during	combat,	the	ground	
  shakes	with	Oatali’s	rage.	A	primal	roar	
  echoes	as	if	from	another	plane,	and	all	
  creatures	in	the	room	must	pass	a	DC	15	
  Dexterity	save	or	fall	prone.	
  • The	lizardfolk	0lee	toward	Area	1	if	the	battle	
  turns	against	them.	
  Treasure	
  The	lizardfolk	have	the	keys	that	unlock	the	
  doors	to	Areas	4,	5,	and	6.	The	gems	in	the	
  mosaic	can	be	pried	free	with	successful	DC	14	
  Strength	checks.	There	are	20	in	total,	each	
  worth	100	gp.	Taking	any	gems	causes	Oatali	to	
  withhold	his	blessings	in	Area	8.	
  TRANSITION	
  If	the	characters	move	forward	to	Area	8,	go	to	
  Night	Cloaked	Altar.	If	they	return	to	Area	3,	go	
  to	The	Shrine.	
  FANGS	OF	OATALI
  10
  
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  APPENDIX	A:	MAPS	
  BLOODSPEAR	CAMP	
  FANGS	OF	OATALI
  13
  
  SHRINE	OF	OATALI	
  FANGS	OF	OATALI
  14
  
  APPENDIX	B:	NEW	MONSTERS	
  Lizardfolk	Gladiator	
  A	muscular,	scarred	lizardfolk	looms	a	head	taller	
  than	the	rest	of	the	tribe.	It	prowls	with	the	gait	of	
  an	apex	predator,	and	its	brethren	avert	their	eyes	
  in	fear	and	deference.		
  Honored	Warriors.	Lizardfolk	gladiators	have	
  earned	a	position	of	respect	by	dominating	others	
  on	the	battle0ield.	They	maintain	their	status	
  provided	they	never	turn	down	or	lose	to	a	
  challenger	in	single	combat.	In	many	cases,	a	
  lizardfolk	gladiator	usurps	the	leadership	of	its	tribe	
  in	the	absence	of	a	shaman	or	worthy	opponent.		
  LIZARDFOLK	GLADIATOR	
  Medium	humanoid	(lizardfolk),	neutral	
  Armor	Class	16	(studded	leather,	shield)	
  Hit	Points	112	(15d8	+	45)	
  Speed	30	ft.,	swim	30	ft.	
  Saving	Throws	Str	+7,	Dex	+5,	Con	+6		
  Skills	Athletics	+10,	Intimidation	+5,	Perception	+4,	
  Stealth	+7,	Survival	+7	
  Senses	passive	Perception	14	
  Languages	Draconic	
  Challenge	5	(1,800	XP)	
  Brave.	The	lizardfolk	gladiator	has	advantage	on	saving	
  throws	against	being	frightened.	
  Brute.	A	melee	weapon	deals	one	extra	die	of	its	damage	
  when	the	lizardfolk	gladiator	hits	with	it	(included	in	the	
  attack).	
  Hold	Breath.	The	lizardfolk	gladiator	can	hold	its	breath	
  for	15	minutes.	
  ACTIONS	
  Multiattack.	The	lizardfolk	gladiator	makes	three	melee	
  attacks	or	two	ranged	attacks.	
  Bite.	Melee	Weapon	Attack:	+7	to	hit,	reach	5	ft.,	one	
  creature.	Hit:	11	(2d6	+	4)	piercing	damage.	
  Spear.	Melee	or	Ranged	Weapon	Attack:	+7	to	hit,	reach	5	
  ft.	and	range	20	ft./60	ft.,	one	target.	Hit:	11	(2d6	+	4)	
  piercing	damage,	or	13	(2d8	+	4)	piercing	damage	if	used	
  with	two	hands	to	make	a	melee	attack.	
  Spiked	Shield	Bash.	Melee	Weapon	Attack:	+7	to	hit,	reach	
  5	ft.,	one	creature.	Hit:	9	(2d4	+	4)	bludgeoning	damage.	If	
  the	target	is	a	Medium	or	smaller	creature,	it	must	
  succeed	on	a	DC	15	Strength	saving	throw	or	be	knocked	
  prone.	
  REACTIONS	
  Parry.	The	lizardfolk	gladiator	adds	3	to	its	AC	against	
  one	melee	attack	that	would	hit	it.	To	do	so,	the	lizardfolk	
  gladiator	must	see	the	attacker	and	be	wielding	a	melee	
  weapon	or	a	shield.	
  Pterodactyl	
  An	angular	shadow	drifts	over	you.	A	leathery	
  dinosaur	with	a	head	0in	swoops	in	from	the	sky,	its	
  wings	and	beak	pummeling	you	with	the	force	of	
  falling	trees.	
  Opportunistic	Predators.	Pterodactyls	attack	in	
  packs	and	try	to	drive	large	prey	off	cliffs	before	
  swooping	in	to	carry	off	their	injured	victims.	
  PTERODACTYL	
  Large	beast,	unaligned	
  Armor	Class	13	(natural	armor)	
  Hit	Points	90	(12d10	+	24)	
  Speed	20	ft.,	0ly	60	ft.	
  Skills	Perception	+3,	Stealth	+4	
  Senses	passive	Perception	13	
  Languages	—	
  Challenge	3	(700	XP)	
  ACTIONS	
  Multiattack.	The	pterodactyl	makes	one	bite	and	one	
  wing	slam	attack.	
  Bite.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	one	
  target.	Hit:	12	(2d8	+	3)	piercing	damage.	If	the	target	is	a	
  Medium	or	smaller	creature,	it	is	grappled	(escape	DC	
  13).	Until	this	grapple	ends,	the	target	is	restrained,	and	
  the	pterodactyl	can’t	bite	another	target.	
  Wing	Slam.	Melee	Weapon	Attack:	+6	to	hit,	reach	10	ft.,	
  one	target.	Hit:	12	(2d8	+	3)	bludgeoning	damage.	If	the	
  target	is	a	Medium	or	smaller	creature,	it	must	succeed	on	
  a	DC	13	Strength	saving	throw	or	be	pushed	10	feet.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18	(+4)
  15	(+2)
  16	(+3)
  10	(+0)
  12	(+1)
  15	(+2)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16	(+3)
  14	(+2)
  15	(+2)
  2	(-4)
  12	(+1)
  5	(-3)
  FANGS	OF	OATALI
  15
  
  Viperian	Sorceress	
  A	too-perfect	lizardfolk	stands	with	eldritch	
  lightning	crackling	around	her	golden	claws.	Her	
  form	melds	and	elongates,	and	an	obsidian	snake	
  rears	up	from	a	maelstrom	of	sorcerous	energy.	
  Cunning	InYiltrator.	Viperian	sorceresses	spend	
  much	of	their	lives	in	the	guise	of	other	reptilian	
  humanoids.	That,	along	with	their	insidious	charm,	
  makes	them	skillful	in0iltrators	and	spies.		
  Poisonous	InYluence.	Viperian	sorceresses	
  leverage	their	abilities	to	expand	the	reach	and	
  in0luence	of	their	people	and	their	dark	goddess,	
  Nathrexis.	They	sow	chaos	and	distrust	to	
  destabilize	the	viperians’	foes	and	position	the	
  reclusive	snake-folk	for	a	decisive	power	grab.	
  A	Growing	Threat.	The	cruel	viperian	empire	fell	
  into	dark	legend	centuries	ago,	but	the	snake-folk	
  still	brood	in	the	trackless	depths	of	the	jungle.	
  Their	goddess,	Nathrexis,	stirs	with	growing	power,	
  and	the	viperians	once	again	weave	their	subtle	
  in0luence	into	the	outside	world.	
  VIPERIAN	SORCERESS	
  Large	viperian	(shapechanger),	neutral	evil	
  Armor	Class	12	(natural	armor)	
  Hit	Points	97	(13d10	+	26)	
  Speed	30	ft.,	swim	30	ft.	
  Saving	Throws	Int	+6,	Wis	+6,	Cha	+7	
  Skills	Deception	+7,	Persuasion	+7	
  Damage	Immunities	poison	
  Condition	Immunities	poisoned	
  Senses	blindsight	10	ft.,	passive	Perception	13	
  Languages	Draconic	
  Challenge	8	(3,900	XP)	
  Hold	Breath.	The	viperian	sorceress	can	hold	her	breath	
  for	15	minutes.	
  Shapechanger.	The	viperian	sorceress	can	use	her	action	
  to	polymorph	into	a	Medium	reptilian	humanoid	or	back	
  into	her	true	form.	Her	statistics,	other	than	her	size,	are	
  the	same	in	each	form.	Any	equipment	she	is	wearing	or	
  carrying	isn't	transformed.	She	reverts	to	her	true	form	if	
  she	dies.	
  Innate	Spellcasting.	The	viperian	sorceress	is	a	9th-level	
  spellcaster.	Her	innate	spellcasting	ability	is	Charisma	
  (spell	save	DC	15,	+7	to	hit	with	spell	attacks).	She	can	
  innately	cast	the	following	spells,	requiring	no	material	
  components:	
  At	will:	charm	person,	eldritch	blast,	poison	spray,	unseen	
  servant	
  3/day	each:	alarm,	black	tentacles,	counterspell,	darkness,	
  dream,	phantasmal	killer,	shield,	slow,	tongues	
  ACTIONS	
  Multiattack.	The	viperian	sorceress	makes	two	bite	
  attacks.	She	may	replace	one	with	a	constrict	attack.	
  Bite.	Melee	Weapon	Attack:	+6	to	hit,	reach	10	ft.,	one	
  target.	Hit:	12	(2d8	+	3)	piercing	damage.	
  Constrict.	Melee	Weapon	Attack:	+6	to	hit,	reach	5	ft.,	one	
  target.	Hit:	12	(2d8	+	3)	bludgeoning	damage,	and	the	
  target	is	grappled	(escape	DC	16).	Until	this	grapple	ends,	
  the	creature	is	restrained,	and	the	viperian	sorceress	can’t	
  constrict	another	target.	
  LEGENDARY	ACTIONS	
  The	viperian	sorceress	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	creatures’	turn.	The	viperian	sorceress	regains	
  spent	legendary	actions	at	the	start	of	her	turn.	
  Slither.	The	viperian	sorceress	moves	up	to	her	speed	
  without	provoking	opportunity	attacks.	
  Constrict.	The	viperians	sorceress	makes	a	constrict	
  attack.	
  Spell	(Costs	2	Actions).	The	viperian	sorceress	casts	an	
  at-will	spell.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16	(+3)
  14	(+2)
  15	(+2)
  17	(+3)
  16	(+3)
  18	(+4)
  FANGS	OF	OATALI
  16
  
  APPENDIX	C:	NEW	MAGIC	ITEMS	
  FANGS	OF	OATALI	
  Wondrous	item,	legendary	(requires	
  attunement)	
  This	mantle	of	multicolored	feathers	and	fang-
  shaped	jewels	grants	the	following	bene0its:	
  • You	can	use	an	action	to	cast	the	following	
  spells	at	will	(save	DC	18):	color	spray,	
  enlarge/reduce,	hypnotic	pattern,	moonbeam.	
  • You	can	use	an	action	to	cast	the	following	
  spells	once	a	day	each	(save	DC	18):	control	
  water,	dominate	beast,	Qireball,	phantom	steed	
  (the	steed	is	a	couatl).	
  • If	you	are	a	good-aligned	worshipper	of	
  Oatali,	you	can	use	an	action	to	cast	prismatic	
  spray	once	a	day	(save	DC	18).	
  In	addition,	you	gain	the	following	bene0its	
  while	wearing	the	mantle:	
  • You	can	read,	speak,	and	write	Draconic.	
  • You	have	a	swim	speed	of	30	feet	and	can	
  hold	your	breath	for	up	to	15	minutes.	
  • You	have	a	50%	chance	each	day	of	sprouting	
  iridescent,	multi-hued	scales	on	your	body.	If	
  you	already	have	scales,	they	have	a	50%	
  chance	each	day	of	turning	iridescent	and	
  multi-hued.		
  These	effects	end	when	you	end	attunement	to	
  the	Fangs	of	Oatali.	
  FANGS	OF	OATALI
  17
  
  THE	ARCANE	LIBRARY	
  If	you	join	The	Arcane	Library's	newsletter,	you’ll	get	a	FREE	copy	of	Temple	of	the	Basilisk	
  Cult,	a	1st-level	adventure	set	in	the	jungle!	
  	
  FANGS	OF	OATALI
  18
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	Major	
  appreciation	to	Hank	at	Runehammer	for	being	a	tremendous	creative	inspiration.	Very	
  many	thanks	to	The	Angry	GM	for	wisdom,	especially	about	pacing	and	structure.		
  My	deep	gratitude	to	Billy	Foster,	who	went	out	of	his	way	to	help	me	with	a	gnarly	website	
  issue.	He	showed	a	winning	display	of	patience	and	kindness!	
  This	adventure	is	dedicated	to	my	soulmate,	Jessee	Egan,	who	sat	me	down	in	a	coffee	shop	
  one	day	with	a	notebook	and	helped	me	realize	I	should	write	adventures	for	a	living.	
  Art	Credits	
  Logos,	trade	dress,	and	art	direction:	Jessee	Egan	/	jesseeegan.com		
  Cartography:	Jacob	Martin	/	bewarethewizard.com	
  VTT	cartography:	OneDayGM	/	0iverr.com	
  Cover	art:	Tithi	Luadthong	/	shutterstock.com	
  Additional	cover	art:	Noryati	Arif0in	/	shutterstock.com	
  Spider:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	Hershey	/	Fat	Goblin	Games		
  Feathered	Necklace:	Elena	Barenbaum	/	shutterstock.com		
  Pterodactyls:	Catherine	Glazkova	/	shutterstock.com	
  Iridescent	Tunnel:	noree0ly	/	shutterstock.com	
  Snakemen:	camilkuo	/	shutterstock.com	
  Dragon-kin	Warrior:	DomCritelli	/	shutterstock.com	
  Black	Wyrm:	©	2019	Quico	Vicens-Picatto,	used	with	permission.	All	rights	reserved.	
  Saurian	Journey:	©	2015	Dean	Spencer,	used	with	permission.	All	rights	reserved.	
  FANGS	OF	OATALI
  19
  
  ©	2019	The	Arcane	Library,	LLC.	All	rights	reserved.	Not	for	resale	or	
  redistribution.	Permission	given	to	print	or	copy	for	personal	use	only.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de0ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
  or	other	material	required	to	be	Open	Game	Content	as	part	of	the	game	
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  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	
  Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  	
  	
  	
  	
  	
  1.	DeYinitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	
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  includes	the	methods,	procedures,	processes	and	routines	to	the	extent	
  such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	
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  copyright	law,	but	speci0ically	excludes	Product	Identity.	(e)	"Product	
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  Open	Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	
  to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	
  create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	"Your"	
  means	the	licensee	in	terms	of	this	agreement.	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	
  contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	
  under	and	in	terms	of	this	License.	You	must	af0ix	such	a	notice	to	any	
  Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	subtracted	
  from	this	License	except	as	described	by	the	License	itself.	No	other	terms	
  or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	
  this	License.	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	
  Your	acceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty	free,	
  non	exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	
  Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	
  original	material	as	Open	Game	Content,	You	represent	that	Your	
  Contributions	are	Your	original	creation	and/or	You	have	suf0icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	
  You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	
  to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	
  in	another,	independent	Agreement	with	the	owner	of	each	element	of	
  that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co	
  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	
  Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	
  Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.		
  8.	IdentiYication:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	
  this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	
  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	
  written	permission	from	the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	
  may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	
  comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	
  becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
  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.		
  Fangs	of	Oatali	©	2019	The	Arcane	Library,	LLC.	
  END	LICENSE	
  FANGS	OF	OATALI
  20
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/Fangs of Oatali/Fangs of Oatali V1 Print Friendly.pdf