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 Shen Lung (Spirit Dragon)
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, minor illusion, plane shift (Any Spirit Realm/Ningen-Do only)
- 3/day each: control weather, ice storm, polymorph (self only, humanoid form only)
- 1/day each: bane, bless
Amphibious. The dragon can breathe air and water.
Fly. Though wingless, lung dragons can fly magically due to a magic yellow pearl embedded in their brains. If removed from the dragon, this pearl loses its magic but is still worth 1,000 gp. The dragon can cease or resume flight as a free action.
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 8 animals not just 1.
- The dragon can communicate with any charmed animal as though they shared a language.
Vermin Barrier. No vermin (DM’s judgement), normal or giant, can approach a shen lung within a radius of 60 feet. This power is always in operation.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage and the target must make a DC 13 Dexterity saving throw or be knocked prone.
Water Fire. Whenever the dragon is touching or submerged in water, a pan lung can surround itself in an aura of ghostly, flickering, multicoloured flames that cause damage to any creature touching it. Any creature striking the dragon within 5 feet of it deals normal damage, but at the same time the attacker takes 3 (1d6) fire damage The pan lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the pan lung cannot activate it again for 1 minute.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect thoughts, divination, invisibility, minor illusion, plane shift (Any Spirit Realm/Ningen-Do only)
- 3/day each: cone of cold, control weather, ice storm, polymorph (self only, humanoid form only)
- 1/day each: bane, bless
Amphibious. The dragon can breathe air and water.
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
Fly. Though wingless, lung dragons can fly magically due to a magic yellow pearl embedded in their brains. If removed from the dragon, this pearl loses its magic but is still worth 1,000 gp. The dragon can cease or resume flight as a free action.
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 16 animals not just 1.
- The dragon can communicate with any charmed animal as though they shared a language.
Vermin Barrier. No vermin (DM’s judgement), normal or giant, can approach a shen lung within a radius of 60 feet. This power is always in operation.
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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the target must make a DC 13 Dexterity saving throw or be 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 18 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.
Water Fire. Whenever the dragon is touching or submerged in water, a pan lung can surround itself in an aura of ghostly, flickering, multicoloured flames that cause damage to any creature touching it. Any creature striking the dragon within 5 feet of it deals normal damage, but at the same time the attacker takes 7 (2d6) fire damage The pan lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the pan lung cannot activate it again for 1 minute.
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 uses its tail attack and then flies up to half its 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 21, +13 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, minor illusion, plane shift (Any Spirit Realm/Ningen-Do only)
- 3/day each: cone of cold, control weather, ice storm, polymorph (self only, humanoid form only)
- 1/day each: bane, bless, horrid wilting
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.
Fly. Though wingless, lung dragons can fly magically due to a magic yellow pearl embedded in their brains. If removed from the dragon, this pearl loses its magic but is still worth 1,000 gp. The dragon can cease or resume flight as a free action.
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 23 animals not just 1.
- The dragon can communicate with any charmed animal as though they shared a language.
Vermin Barrier. No vermin (DM’s judgement), normal or giant, can approach a shen lung within a radius of 60 feet. This power is always in operation.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and the target must make a DC 17 Dexterity saving throw or be 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 21 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.
Water Fire. Whenever the dragon is touching or submerged in water, a pan lung can surround itself in an aura of ghostly, flickering, multicoloured flames that cause damage to any creature touching it. Any creature striking the dragon within 5 feet of it deals normal damage, but at the same time the attacker takes 10 (3d6) fire damage The pan lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the pan lung cannot activate it again for 1 minute.
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 uses its tail attack and then flies up to half its 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 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 if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
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.
- Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
DESCRIPTION
Shen lungs are the courtiers of dragonkind, assigned by the
tails, ridged backs, and two sharp horns rising from the tops of their heads. Golden whiskers grow from their long snouts. As juveniles, their scales are dull shades of red, blue, green, orange, or any combination of these colors, but they brighten into bril- liant hues as they age.
Shen lungs usually dwell with the chiang lungs they are assigned to accompany. They often have their own modest but well-kept stone mansions not far from the palaces of their chiang lungs. Shen lungs speak Common, Draconic, and the Spirit Tongue. Shen lungs sustain themselves on any type of precious gems, although they also enjoy fish
Celestial Bureaucracy to assist and guard the noble chiang lungs.Theyare modest, loyal,
and fascinated by humans, often tak- ing human form to mingle in human villages. Humans, in turn, view shen lungs as messengers of the great spirits and bringers of good fortune, con- structing ornate shrines and stag- ing elaborate cer- emonies to gain their favor.
Shen lungs are slender and bright- eyed, with spiked tails, ridged backs, and two sharp horns rising from the tops of their heads. Golden whiskers grow from their long snouts. As juveniles, their scales are dull shades of red, blue, green, orange, or any combination of these colors, but they brighten into brilliant hues as they age.
Shen lungs usually dwell with the chiang lungs they are assigned to accompany. They often have their own modest but well-kept stone mansions not far from the palaces of their chiang lungs. Shen lungs speak Common, Draconic, and the Spirit Tongue. Shen lungs sustain themselves on any type of precious gems, although they also enjoy fish and rodents.
If forced into combat, Shen lungs usually parley before combat, unless their opponents are openly hostile. When faced with opponents bent on combat, however, they fight viciously.
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.