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Lung Wang (Sea Dragon)

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 Lung Wang (Sea Dragon)

Large dragon (spirit), neutral
 
Armor Class 18 (Natural Armor)
Hit Points 142 (15d10 + 60)
Speed 20 ft., swim 40 ft.
STR      DEX     CON     INT      WIS     CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
Saving Throws DEX +3, CON +7, WIS +4, CHA +6
Skills Insight +4, Perception +7, Stealth +3
Damage Immunities Fire
Condition Immunities Paralysis
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Aquan, Draconic, Spirit Tongue
Challenge 8 (3,900 XP)

Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Scaly Command (1/Day). As a bonus action, the dragon commands scaled animals (reptiles and fish) to do its bidding.  It operates as an animal friendship spell with the following changes:

  • The dragon may target up to 7 animals not just 1.
  • The dragon can communicate with any charmed animal as though they shared language.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Steam Breath (Recharge 5–6). The dragon exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.


Adult Lung Wang (Sea Dragon)

Huge dragon (spirit), neutral

Armor Class 20 (Natural Armor)
Hit Points 253 (22d12 + 110)
Speed 20 ft., swim 40 ft.
STR      DEX     CON     INT      WIS     CHA
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+1) 17 (+3)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Insight +7, Perception +12, Stealth +5
Damage Resistance bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities Fire
Condition Immunities Paralysis
Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 22
Languages Aquan, Draconic, Spirit Tongue
Challenge 17 (18,000 XP)

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:

Amphibious. The dragon can breathe air and water.

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.

Scaly Command (2/Day). As a bonus action, the dragon commands scaled animals (reptiles and fish) to do its bidding.  It operates as an animal friendship spell with the following changes:

  • The dragon may target up to 17 animals not just 1.
  • The dragon can communicate with any charmed animal as though they shared language.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon and knocked prone.

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 17 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.

Steam Breath (Recharge 5–6). The dragon exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

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.
  • Cast a Spell (Costs 3 Actions). The dragon casts a spell from its list of spells, consuming a use of  a spell as normal.

 


Ancient Lung Wang (Sea Dragon)

Gargantuan dragon (spirit), neutral

Armor Class 22 (Natural Armor)
Hit Points 444 (24d20 + 192)
Speed 20 ft., swim 40 ft.
STR      DEX     CON     INT      WIS     CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
Saving Throws DEX +7, CON +15, WIS +10, CHA +12
Skills Insight +10, Perception +17, Stealth +7
Damage Resistance All
Damage Immunities Fire
Condition Immunities Paralysis
Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 27
Languages Aquan, Draconic, Spirit Tongue
Challenge 22 (41,000 XP)

Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 20, +12 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:

Amphibious. The dragon can breathe air and water.

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.

Scaly Command (3/Day). As a bonus action, the dragon commands scaled animals (reptiles and fish) to do its bidding.  It operates as an animal friendship spell with the following changes:

  • The dragon may target up to 22 animals not just 1.
  • The dragon can communicate with any charmed animal as though they shared language.

Actions

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

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning 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.

Steam Breath (Recharge 5–6). The dragon exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

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.
  • 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 lung dragon 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 creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

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:

  • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

 


DESCRIPTION

Lung wangs are the rulers of the sea, mighty relatives of the dragon turtle that demand tribute from passing ships. They are protectors and allies of ocean creatures such as sharks, whales, hai nu (locathah), and ningyo (merfolk).

A lung wang has the body of a turtle, its shell composed of thick green scales with silver flecks. Its body is covered with smaller, lighter green scales with golden flecks. Its head is lizardlike, with large eyes, long, golden whiskers, and small black horns. A crest runs from the crown of its head down its neck. Its hind legs are stumpy flippers, but its long front flippers are powerful for both swimming and combat.

Lung wangs rarely remain in one place for long, gliding through the deep ocean waters like sharks, and shifting frequently between the Spirit World and the Material Plane. They keep their treasure, acquired from the tribute of passing ships, in caches secreted throughout their territory. Lung wangs speak Common, Draconic, and Aquan.

Sea dragons, unlike other lung dragons, are basically herbivorous, subsisting primarily on algae and seaweed. They supplement this diet with fish and minerals, and have been known to consume entire ships.

 


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:

Mortal Realm 

  • Ningen-do; Realm of Mortals (not a Spirit Realm)

 


Banner Credit: “Lung Dragon” by Wayne Reynolds, (c) WOTC.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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