In a previous post I converted the 1e/3e Oriental Adventure dragons as a group. Thats not strictly speaking 5e compliant. Will expand on that post with individual dragons for each age category.
For context the previous article should be read along with this one as I won’t repeat the introduction and lore for the lung dragons overall here.
Lung dragons all come from the same kind of dragon, therefore, they all have the same wyrmling version – yu lung dragon.
Young Li Lung (Earth Dragon)
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect thoughts, divination, invisibility, plane shift (Any Spirit Realm/Ningen-Do only)
- 3/day each: stone shape, polymorph (self only, humanoid form only)
- 1/day each: earthquake
Earth Glide. The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the dragon doesn’t disturb the material it moves through.
Earth King’s Blessing. The dragon is never harmed by an earthquake, whether its origin is natural or magical. If an earthquake collapses a cavern around it, it is merely inconvenienced by having to dig its way out—it suffers no damage from the falling stone.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Roar (1/Day). The dragon emits a thunderous roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the dragon and able to hear the roar must make a saving throw.
- First Roar. Each creature that fails a DC 13 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success..
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect thoughts, divination, invisibility, plane shift (Any Spirit Realm/Ningen-Do only)
- 3/day each: move earth, stone shape, wall of stone, polymorph (self only, humanoid form only)
- 1/day each: earthquake
Earth Glide. The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the dragon doesn’t disturb the material it moves through.
Earth King’s Blessing. The dragon is never harmed by an earthquake, whether its origin is natural or magical. If an earthquake collapses a cavern around it, it is merely inconvenienced by having to dig its way out—it suffers no damage from the falling stone.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Roar. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Roar (2/Day). The dragon emits a thunderous roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the dragon and able to hear the roar must make a saving throw.
- First Roar. Each creature that fails a DC 16 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success..
- Second Roar. Each creature that fails a DC 16 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This deafness is so deep that spell casters must make a DC 16 Constitution saving throw or miscast and waste any spell that has a verbal component.
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.
- Claw Attack. The dragon makes one claw attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
- Cast a Spell (Costs 3 Actions). The dragon casts a spell from its list of spells, consuming a use of a spell as normal.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Where applicable, all the dragons spells are cast at 9th level. It can innately cast the following spells, requiring no material components:
- At will: detect thoughts, divination, invisibility, plane shift (Any Spirit Realm/Ningen-Do only)
- 3/day each: move earth, stone shape, wall of stone, polymorph (self only)
- 1/day each: disintegrate, earthquake, flesh to stone
Earth Glide. The dragon can burrow through nonmagical, unworked earth and stone. While doing so, the dragon doesn’t disturb the material it moves through.
Earth King’s Blessing. The dragon is never harmed by an earthquake, whether its origin is natural or magical. If an earthquake collapses a cavern around it, it is merely inconvenienced by having to dig its way out—it suffers no damage from the falling stone.
Fey. The dragon has advantage on saving throws against being charmed, and magic can’t put the dragon to sleep.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Roar. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Roar (3/Day). The dragon emits a thunderous roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the dragon and able to hear the roar must make a saving throw.
- First Roar. Each creature that fails a DC 19 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success..
- Second Roar. Each creature that fails a DC 19 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This deafness is so deep that spell casters must make a DC 19 Constitution saving throw or miscast and waste any spell that has a verbal component.
- Third Roar. Each creature makes a DC 19 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
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.
- Claw Attack. The dragon makes one claw attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
- Cast a Spell (Costs 3 Actions). The dragon casts a spell from its list of spells, consuming a use of a spell as normal.
LAIR ACTIONS & REGIONAL EFFECTS
Both the adult and the ancient Chiang Lung have access to the same lair actions and regional effects
(NB. These are placeholders only!, still need to work on these).
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 dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
Regional Effects
The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
- Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
DESCRIPTION
Li lungs are spirits of the deep earth, masters of the earthquake and punishers of the wicked. On occasion they are commanded to reward needy communities by revealing treasure mines or underground springs, but most often they lurk in their subter- ranean lairs, the farther from civilization the better.
A li lung has the body and tail of a lion with a humanlike face. Colorful quills like the tail feathers of a peacock adorn its wings (li lungs are the only lung dragons with wings), and its eyes look like molten gold with small black pupils in their midst. When it first transforms from a yu lung, a li lung has light green scales, but as the creature grows, the scales darken and dark fur emerges from between them to form a thick, wiry coat. A great wyrm is nearly black in color.
Li lungs make their lairs in deep caverns, avoiding contact with other beings. They seldom leave these lairs unless the Celestial Bureaucracy sends them on missions. Earth dragons rarely interact with other dragons, cooperating with them only when ordered to do so. They speak Common, Draconic, and Terran.
Li lungs mainly subsist on earth and stone, though they are fond of eating gold, silver, and other precious metals.
Spirit and Mortal Realms
To give context here is a brief summary of the Spirit Realms referenced by the dragons plane shift ability:
Spirit Realms
The Realms were as follows:
- Chikushudo; Realm of Animals
- Gaki-do; Realm of the Hungry Dead
- Jigoku; Realm of Evil
- Maigo no Musha; The Realm of Lost Heroes, also known as the Realm of Thwarted Destiny
- Meido; Realm of the Dead
- Sakkaku; Realm of Mischief
- Tengoku; The Celestial Heavens
- Toshigoku; Realm of Slaughter
- Yomi; Realm of the Blessed Ancestors
- Yume-do; Realm of Dreams
Mortal Realm
- Ningen-do; Realm of Mortals (not a Spirit Realm)
Banner Credit: “Lung Dragon” by Wayne Reynolds, (c) WOTC.