The Dragons of the Orient for 5th Edition d&d
Short Description
Six new dragons for your dungeons & dragons 5th edition game. Give traditional Asian dragons a place in your campaig...
Description
Revised Edition
Dragons of the Orient © 2016 Laura “Tamara” Henson
Dragons of the Orient is released under the Open Game Content, as described in section 1(d) of the License. The license is found at the end of this document All art used in this book is traditional copyright free public domain images Legal Note: The authors of this document are not affiliated in any way with Wizards of the Coast, Inc. (WOTC); any use of a trademark of WOTC or any other party is unauthorized, inadvertent, and is not intended to infringe upon the intellectual property rights of such parties.
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: The introduction and trade dress (formatting, illustrations ect) are declared as closed content. Open Content: Except for material designated as Product Identity (see above), the contents of product, including art, monster names, and statistics are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(e). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
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Table of Contents Introduction Oriental Dragons
4 5 Dilong (Earth Dragon) 7 Feilong (Mist or Luck Dragon) 11 Fucanglong (Treasure or Underworld Dragon) 16 Qiulong (Jade, Coiled, or River Dragon) 21 Shenlong (Spirit Dragon) 26 Tianlong (Celestial Dragon) 31 Oriental Dragonborn & Sorcerers 36 Dragons by CR 37 OGL 37
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Introduction The dragons given in the basic rulebooks are enough for most campaigns. However some would like to add neutral dragons to their campaign or would prefer a more classic oriental type than that given with the metallic dragons. The original oriental dragons of 1st through 3rd edition are not open content and neither are the original neutral (gem) dragons. I could have converted the Imperial dragons from Pathfinder, which are Open Content, but I wanted my dragons to have a more traditional Asian feel. With this in mind I decided to start from scratch and create my own oriental dragons. The dragons here are from actual Asian mythology and differ markedly from their original edition counterparts; however it should be easy enough to convert older modules and settings by using the chart below... Original Editions Chiang Lung (River Dragon) Li Lung (Earth Dragon) Lung Wang (Sea Dragon) Pan Lung (Coiled Dragon) Shen Lung (Spirit Dragon) T’ien Lung (Celestial Dragon) Tun Mi Lung (Typhoon Dragon)
Pathfinder Mist Dragon Forest Dragon Dragon Turtle Sea Dragon Sky Dragon Sovereign Dragon Underworld Dragon
This Volume Feilong Dilong Qiulong Shenlong Tianlong Fucanglong
Some may wonder at the change in spelling, why Tianlong instead of T’ien-lung? This is because the spelling of Chinese into English no longer uses the Wade-Giles system but instead has changed to the Pinyin system. The Pinyin version is much closer to how the word is actually pronounced. For example the Wade-Guiles word ‘Lung’ is pronounced “Long” so the Pinyin system just spells it as ‘Long’. I also omitted the Lung Wang because ‘Lung Wang’ (now ‘Longwang’) is actually the collective names for the Dragon Kings and not a type of dragon at all. Indeed the oriental term for a dragon turtle is ‘Kuhlong’, this creature did not have the multi-stage lifecycle of true dragons but was born of seaweed and was always aquatic. To take its place I have restored the Feilong (Mist Dragon) to its rightful place among the oriental dragons. So with the introduction out of the way let’s get to the 5th edition Oriental Dragons...
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Oriental Dragons Oriental Dragons, or Longs, are among the most powerful of true dragons and are worshiped as demigods by many cultures. Said to bring rain, control the weather, and deliver messages they are praised in story and song. But they are also feared for they may bring devastating floods, typhoons, and earthquakes when angry and are charged with inflicting the punishment of the gods. Nine Remembrances. Oriental dragons all have a similar appearance known as the Nine Remembrances. Its head is that of a camel, its eyes those of a hare, its neck that of a snake, its belly that of a frog, its scales those of a carp, its claws those of an eagle, its limbs those of a tiger, its ears those of a cow, and its horns those of a stag. Metamorphosis. All Oriental dragons go through a very complex lifecycle where, like a tadpole into a frog, they pass through four distinctive stages. These stages differ quite a bit from their Western kin and are as follows... ORIENTAL DRAGON AGE CATEGORIES Age Category Size Age Range Wyrmling Yulong Medium 1-500 years Young Jiaolong Large 501-2000 Adult Panlong Huge 2001-2999 Ancient Yinglong Gargantuan 3000-5000 years or more
Yulong (Carp Dragon): newly hatched from a gem-like egg that was laid 1000 years before, a wyrmling oriental Dragon looks like a water snake with the head of a dragon and fins of a carp. It has no claw attack or wings. It is an adept swimmer but can only slither slowly on land. Jiaolong (River Dragon): at this age the young dragonet grows a pair of muscular arms and fore-talons. It thus looks just like the Linnorms of the west. It is a good swimmer and can crawl swiftly on land. Panlong (Coiled Dragon): the dragon is now fully adult but lacks wings. It does have four sturdy legs and looks much like a huge lizard. It can float through the air using its dragon pearl but lacks the grace and speed of an older dragon. Yinglong (Proper Dragon): ancient Oriental dragons grow a pair of vast wings that greatly increase their flying and combat abilities. At this point it looks much like an elongated western dragon.
Yulong
Jiaolong
Panlong
Yinglong
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Amphibious. Born with gills, all Oriental dragons can breathe both air and water. Dragon Pearl. Upon its fore head of the oriental dragon is a glittering gem called a chimu or ‘flaming pearl’. This gem is similar to the ‘dracontia’ that grows upon the skull of the western dragon but the ‘soul gem’ of oriental dragons does more than simply record its memories. The chimu is a magical organ and without it an oriental dragon cannot fly or cast any spells. It loses its magic when removed from the dragon but is worth 100 gold pieces per Challenge Rating of the dragon. Rumor has it that a human who swallows a dragon pearl will become a dragon. Some say this is how the dragonborn came to be. Dragon Magic. All Oriental Dragons are highly magical and can cast a number of spells per day equal to their Charisma modifier. These spells are psionic in nature and need no material components to be cast. The level of spell a dragon can cast is no higher than one-third it’s CR and the dragon’s bonus to hit with a spell is it’s Proficiency bonus + it’s Charisma modifier. Saving throw DC to resist the spell are 8+ the dragon’s Proficiency bonus + its Charisma modifier. Talons of Rank. The number of claws possessed by a long denotes its status in the divine hierarchy of dragons. Only the five dragon kings and their offspring possess five claws on each paw, lesser nobles have four claws, and ministers and commoners have only three. When delivering divine messages to mortals the dragon sent always has a rank appropriate to the person receiving a message. For example, the Emperor is assigned a five-toed dragon while his head minister would get a message from a three-toed one. Treasure of the Gods. Like all dragons Oriental dragons hoard treasure. In this case most of this treasure is that given into the trust of the dragon by the Gods. Others treasures guarded are those lost at sea or in floods. Natural treasures such as pearls, gemstones, and rare metals may also be hoarded by oriental dragons. In most cases this is to keep dangerous artifacts out of human hands or to make the dragon’s lair beautiful. Emperor of the Eastern Dragons. The chief deity of the oriental dragons is the great Qiantang the Yellow Dragon. He appears as a 900 foot long ancient tianlong covered in golden yellow scales and with a flaming red mane. He is king of the Tianlongs as well as Emperor of all other oriental dragons and the other dragon kings all swear fealty to him. Great Qiantang dwells in the outer planes but often wanders the world in polymorphed form to visit the other dragon kings or to dispense justice among dragonkind. Qiantang is notable for his fairness and righteousness and his golden form is the symbol of the Emperor. This deity is worshiped on the first and fifteenth of every month and there is hardly a village where a temple or shrine to Qiantang is not present. As a lesser deity, he has the power to grant divine spells. Domains covered by Qiantang are Nature and Tempest. The Longwang. In charge of each breed of dragon are the longwang (Shiryu in Japanese) or dragon kings. There are four dragon kings all under the command of the Dragon Emperor. Each of these kings represents one of the four seas, the four directions, and the four elements. They live in the material plane in a magnificent palace under the sea they represent. In this magical palace of coral and pearls can be found numerous servants made up of water elementals, mermaids, and other ocean races. A huge army of awakened crabs, sharks, octopus, and fish serve as watchmen and palace guards. They all appear as ancient dragons of their clan and, being demigods, can provide worshipers with divine spells. Dragon King Ao Qin (Gōkin) Ao Jun (Gōjun) Ao Guang (Gōkō) Ao Shun (Gōjun)
Clan Fucanglong Dilong Shenlong Qiulong
Color Red White Blue Black
Direction South West East North
Element Fire Earth/Metal Air/Wood Water
Domain Light Knowledge Tempest Nature
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Dilong (Earth Dragon) Dilong, or Earth Dragons, have leonine heads and scales that are usually some earth tone such as the dull yellows of desert sand, the browns and grays of stone, the white of salt, or the blacks of volcanic rocks. The breath of a dilong is an ear shattering roar that causes thunder damage. Lords of the Earth: Dilongs are in charge of earthquakes, landslides, and underground water sources. They are responsible for the fertility of the land including the flow of rivers and the fullness of oases, wells and ponds. They may reward people by revealing underground springs or punish them with a flood or quake. King of the West: The ruler of the dilong is the white scaled Ao Jun, also known as Bailong, who has a castle in the bottom of the western sea. Ao Jun was born a human boy who swallowed a dragon’s pearl to keep it out of enemy hands. As such he is the longwang most likely to listen to humanoids. A DILONG’S LAIR A dilong’s lair is typically a vast cavern studded with natural crystals and stalactites and stalagmites. Often the lair has phosphorescent fungi or moss positioned just right to make the crystals shine and glow as if the lair is lit from within. 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 roar loud enough to cause the ground to shake. The dragon is unharmed but all other creatures within 120 feet of it must make a Dexterity save as if affected by the dragon’s breath or be knocked prone. By stomping its foot a young or older dragon creates a fissure 1d10 feet by 10 feet in dimensions and 10 feet deep. This fissure snakes out in front of the dragon and anybody caught in make a Dexterity save as if affected by the dragon’s breath or fall in and take 2d6 points of damage. If the save is made no damage is taken as the edge of the gap is successfully avoided. Any structures caught under the fissure are dealt 50 points of bludgeoning damage and may collapse as in an Earthquake spell. When an adult or older dragon makes a tail attack the dragon may choose to strike the crystals and rock formations in its lair instead of the adventures. The impact flings debris and dust in a 20 foot radius causing everyone other than the dragon to have their vision obscured for 1d6 rounds. REGIONAL EFFECTS The region containing a dilong’s lair is enchanted by the dragon’s magic, which creates one or more of the following effects: The animals around the lair will all be Awakened (as the spell) and will be the servants of the dragon.
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The land about the lair will be marked with many fantastic and unusual landforms. Pillars of stone, rocks in the shape of people or animals, deep fissures in the earth, and glittering crystals will all mark the area around a dilong’s lair. Once per day the dragon can cause any stream, pool, lake or similar source of water to overflow its bank and flood the area. The water forms a 20 foot tall wave that will knock down any vehicle of Huge size or smaller and cause any creature caught in it to make a Dexterity save or fall prone. If the dragon dies the landforms remain intact but all other effects immediately fade.
Ancient Dilong Gargantuan dragon, neutral ----------------------------------------------------------Armor Class: 21 (natural armor) Hit Points: 444 (24d20+192) Speed: 40 ft, burrow 40 ft., Fly 80 ft. ----------------------------------------------------------Str 27 (+8) Dex 11 (+0) Con 26 (+8) Int 16 (+3) Wis 16 (+3) Cha 17 (+3) ----------------------------------------------------------Saving Throws: Dex +7 Con +15 Wis +10 Cha +10
Skills: Perception +10, Stealth +7 Damage immunities: thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 20 Languages: Common, Draconic, and Primordial Challenge: 23 (50,000 XP) Proficiency: +7 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 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.
Innate Spellcasting: The dragon can cast three spells of up to 7th level of its choice. It’s bonus to hit with these spells is +10 and the save DC is 18. These spells recharge at sunrise. Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d10 +8) piercing damage. Claws: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (2d6 +8) slashing damage. Tail: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 16 (2d8 +8) bludgeoning damage. Thunder Breath (Recharge 5-6). The dragon exhales in a 90 foot cone. Each creature in that line must make a DC 23 Dexterity saving throw, taking 60 (20d6) points of thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn.
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Detect: The dragon can make a Wisdom (Perception) check.
immune to the dragon's Frightful Presence for the next 24 hours
Tail Attack: the dragon makes a tail attack.
Innate Spellcasting: The dragon can cast two spells of up to 5th level of its choice. It’s bonus to hit with these spells is +5 and the save DC is 15.
Wing Attack (cost 2 actions): the dragon beats its wings and each creature within 10 feet of the dragon must succeed on a DC 23 saving throw or take 14 (2d6+8) points of bludgeoning damage and be knocked prone. The dragon can them fly up to ½ its flying speed
Adult Dilong Huge dragon, neutral ----------------------------------------------------------Armor Class: 19 (natural armor) Hit Points: 225 (18d12+108) Speed: 40 ft, burrow 40 ft., Fly 60 ft. ----------------------------------------------------------Str 23 (+6) Dex 11 (+0) Con 22 (+6) Int 14 (+2) Wis 14 (+2) Cha 15 (+2) ----------------------------------------------------------Saving Throws: Dex +5 Con +11 Wis +7 Cha +7
Skills: Perception +7, Stealth +5 Damage immunities: thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 17 Languages: Common, Draconic, and Primordial Challenge: 15 (13,000 XP) Proficiency: +5 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 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 15 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
Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 +6) piercing damage. Claws: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 +6) slashing damage. Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 +6) bludgeoning damage. Thunder Breath (Recharge 5-6). The dragon exhales in a 60 foot cone. Each creature in that line must make a DC 19 Dexterity saving throw, taking 36 (12d6) points of thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action 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 can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack.
Young Dilong Large dragon, neutral ----------------------------------------------------------Armor Class: 18 (natural armor) Hit Points: 152 (16d10+64)
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Speed: 40 ft, burrow 30 ft., Swim 40ft. ----------------------------------------------------------Str 19 (+4) Dex 11 (+0) Con 18 (+4) Int 12 (+1) Wis 12 (+1) Cha 13 (+1) ----------------------------------------------------------Saving Throws: Dex +6 Con +8 Wis +5 Cha +5
Skills: Perception +5, Stealth +6 Damage immunities: thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 15 Languages: Common and Draconic Challenge: 9 (5,000 XP) Proficiency: +4 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Innate Spellcasting: The dragon can cast one spell of up to 3rd level of its choice. It’s bonus to hit with these spells is +5 and the save DC is 13. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Multiattack: the dragon can make three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 +4) piercing damage.
Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 +4) slashing damage. Thunder Breath (Recharge 5-6). The dragon exhales in a 30 foot cone. Each creature in that line must make a DC 16 Dexterity saving throw, taking 18 (6d6) points of thunder damage on a failed save, or half as much damage on a successful one.
Wyrmling Dilong Medium dragon, neutral ----------------------------------------------------------Armor Class: 16 (natural armor) Hit Points: 46 (7d8+14) Speed: 30 ft, burrow 20 ft., Swim 60 ft. ----------------------------------------------------------Str 15 (+2) Dex 11 (+0) Con 14 (+2) Int 10 (+0) Wis 11 (+0) Cha 10 (+0) ----------------------------------------------------------Saving Throws: Dex +4 Con +4 Wis +2 Cha +2
Skills: Perception +2, Stealth +4 Damage immunities: thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 12 Languages: Common and Draconic Challenge: 1 (200 XP) Proficiency: +2 ----------------------------------------------------------Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. ----------------------------------------------------------ACTIONS Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. Thunder Breath (Recharge 5-6). The dragon exhales in a 15 foot cone. Each creature in that line must make a DC 12 Dexterity saving throw, taking 6 (2d6) points of thunder damage on a failed save, or half as much damage on a successful o
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Feilong (Mist or Luck Dragons) Feilongs, or Mist Dragons, are the dragons of the misty mountains. They are elongated dragons with feathery scales of pale blue, silvery white, pinkish orange, or shell pink. Their eyes are a ruby red or sapphire blue. The breath of a feilong is a cloud of billowing green mist that withers the soul. Protectors of the Peaks. Feilongs are stewards of the mountains. They maintain the freshness and quality of waterfalls and mountain streams and the health and vigor of the surrounding alpine meadows and forests. Feilong are among the rarest of Asian dragons and are also among the friendliest but if pressed by the gods they may block a river to keep it from flowing downhill into civilized areas to punish mortals. Lords of Luck. Feilong are considered the most sacred of dragons aside from the heavenly shenlong and tienlong. Their feathery scales are blessed and when given away freely to another they can give their new owner advantage in any saving throw before fading away into mist. This ability has given them the name Fuku-Ryu (‘Luck Dragons’) among the island peoples of the East. The luck scale must be given away by the dragon freely, if a scale is stolen or taken from a slain feilong than the scales confer Disadvantage when used instead. Soldier’s of Fortune. The feilong have no dragon king. Instead they are hired to work for any Longwang in return for sufficient status and honor. Most hold fealty to Ao Kuang and Ao Shun but all the draconic courts have a significant population of mist dragons. A FEILONG’S LAIR A feilong’s lair is typically located atop a mist shrouded mountain surrounded by tropical rainforest and dangerous cliffs. The lair itself is usually a cavern behind a waterfall or hidden by an underwater entrance. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates a cloud of thick mist centered on a single target. Treat this mist as if the dragon has cast a Fog Cloud spell. The mist last until initiative count 20 on the next round. The dragon can cause clouds to appear and produce a torrential rain that covers a 40 foot radius around the dragon. The rain lightly obscures the area and causes soil and leaves to become slick and slippery with mud. All within the rain, other than the dragon, must make a DC 15 Dexterity saving throw or fall prone. The dragon must be outside to use this ability. The dragon curses a target with bad luck. The Victim must make a Difficulty 15 Wisdom saving throw or have disadvantage to all rolls for the rest of the encounter or until a remove curse spell is used upon the victim. The dragon can remove the curse at will. REGIONAL EFFECTS The region containing a feilong’s lair is enchanted by the dragon’s magic, which creates one or more of the following effects:
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The animals around the lair will all be Awakened (as the spell) and will be the servants of the dragon. The region is prone to heavy rains and a thick humid mist covers the ground within 6 miles of the dragon's lair. The mist doesn't obscure anything, but it does give a haunted, spooky feel to the area and makes the skin cold and clammy. Waterfalls and mountain streams within 6 miles of the dragon’s lair will be unusually clean and pure. The water does not need to be boiled and never brings sickness to the drinker. If the dragon dies all these effects immediately fade away within 1-6 weeks.
Ancient Feilong Gargantuan dragon, neutral good ----------------------------------------------------------Armor Class: 20 (natural armor) Hit Points: 402 (23d20+161) Speed: 40 ft, swim 20 ft., Fly 80 ft. ----------------------------------------------------------Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5) Wis 20 (+5) Cha 21 (+5) -----------------------------------------------------------
Innate Spellcasting: The dragon can cast five spells of up to 7th level of its choice. It’s bonus to hit with these spells is +12 and the save DC is 20. Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead. Luck Scale: the dragon can pluck 4 luck scales per day (see above) to give to others.
Saving Throws: Dex +7 Con +14 Wis +12 Cha +12
Skills: Perception +12, Stealth +7 Damage immunities: necrotic. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 22 Languages: Common, Draconic, and Sylvian Challenge: 22 (41,000 XP) Proficiency: +7 ----------------------------------------------------------Mist Form. The dragon magically assumes gaseous form and is indistinguishable from normal mist. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical 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.
Misty Vision: the dragon can see perfectly well in foggy or misty conditions including those caused by spells such as Fog Cloud, and never needs to make a perception roll or saving throw in order to see. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 +7) piercing damage. Claws: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d6 +7) slashing damage. Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 +7) bludgeoning damage. Misty Breath (Recharge 5-6). The dragon exhales in a 90 foot cone of roiling mist that spreads to cover a radius equal to the cone’s length. Each creature struck must make a DC 22 Dexterity saving throw, taking 60 (20d6) points of necrotic damage on a failed save, or half as
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much damage on a successful one. The mist also blinds creatures (as the blinded condition) that fail the save for 1d4 rounds as long as they remain within in the cloud and for 2 rounds after they leave the area. LEGENDARY ACTIONS The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check.
advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical 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 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 Innate Spellcasting: The dragon can cast four spells of up to 4th level of its choice. It’s bonus to hit with these spells is +9 and the save DC is 17.
Tail Attack: the dragon makes a tail attack. Wing Attack (cost 2 actions): the dragon beats its wings and each creature within 10 feet of the dragon must succeed on a DC 22 saving throw or take 14 (2d6+8) points of bludgeoning damage and be knocked prone. The dragon can them fly up to ½ its flying speed
Adult Feilong Huge dragon, neutral good ----------------------------------------------------------Armor Class: 18 (natural armor) Hit Points: 195 (17d12+85) Speed: 40 ft, Swim 20 ft., Fly 60 ft. ----------------------------------------------------------Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) Wis 18 (+4) Cha 19 (+4) ----------------------------------------------------------Saving Throws: Dex +5 Con +10 Wis +9 Cha +9
Skills: Perception +9, Stealth +5 Damage immunities: necrotic. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 19 Languages: Common, Draconic, and Sylvan Challenge: 13 (10,000 XP) Proficiency: +5 ----------------------------------------------------------Mist Form. The dragon magically assumes gaseous form and is indistinguishable from normal mist. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has
Luck Scale: the dragon can pluck 3 luck scales per day (see above) to give to others. Misty Vision: the dragon can see perfectly well in foggy or misty conditions including those caused by spells such as Fog Cloud, and never needs to make a perception roll or saving throw in order to see. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Multiattack: the drake can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 +5) piercing damage. Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 +5) slashing damage. Tail: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d8 +5) bludgeoning damage. Misty Breath (Recharge 5-6). The dragon exhales in a 60 foot cone of roiling mist that spreads to cover a radius equal to the cone’s length. Each creature struck must make a DC 18 Dexterity saving throw, taking 36 (12d6) points of necrotic damage in a failed save, or half as much damage on a successful one. The mist also
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blinds creatures (as the blinded condition) that fail the save for 1d4 rounds as long as they remain within in the cloud and for 2 rounds after they leave the area. LEGENDARY ACTIONS The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action 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 can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack.
Young Feilong Large dragon, neutral good ----------------------------------------------------------Armor Class: 17 (natural armor) Hit Points: 127 (15d10+45) Speed: 40 ft, swim 20 ft. ----------------------------------------------------------Str 17 (+4) Dex 11 (+0) Con 17 (+3) Int 16 (+3) Wis 16 (+3) Cha 17 (+3) ---------------------------------------------------------Saving Throws: Dex +3 Con +6 Wis +6 Cha +6
Skills: Perception +6, Stealth +3 Damage immunities: necrotic. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 16 Languages: Common, Draconic, and Sylvan Challenge: 8 (3,900 XP) Proficiency: +3 ----------------------------------------------------------Mist Form. The dragon magically assumes gaseous form and is indistinguishable from normal mist. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. Innate Spellcasting: The dragon can cast three spells of up to 2nd level of its choice. It’s bonus to hit with these spells is +6 and the save DC is 14.
Luck Scale: the dragon can pluck 2 luck scales per day (see above) to give to others. Misty Vision: the dragon can see perfectly well in foggy or misty conditions including those caused by spells such as Fog Cloud, and never needs to make a perception roll or saving throw in order to see. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Multiattack: the dragon makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 +4) piercing damage. Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +4) slashing damage. Misty Breath (Recharge 5-6). The dragon exhales in a 30 foot cone of roiling mist that spreads to cover a radius equal to the cone’s length. Each creature struck must make a DC 14 Dexterity saving throw, taking 18 (6d6) points of necrotic damage in a failed save, or half as much damage on a successful one. The mist also blinds creatures (as the blinded condition) that fail the save for 1d4 rounds as long as they remain within in the cloud and for 2 rounds after they leave the area.
Wyrmling Feilong Medium dragon, neutral good ----------------------------------------------------------Armor Class: 15 (natural armor) Hit Points: 33 (6d8+6) Speed: 30 ft, Swim 60 ft. ----------------------------------------------------------Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2) Wis 15 (+2) Cha 14 (+2) ----------------------------------------------------------Saving Throws: Dex +2 Con +3 Wis +4 Cha +4
Skills: Perception +4, Stealth +2 Damage immunities: necrotic. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 14 Languages: Common and Draconic Challenge: 1 (200 XP) Proficiency: +2 -----------------------------------------------------------
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Mist Form. The dragon magically assumes gaseous form and is indistinguishable from normal mist. While in mist form, the dragon can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. Innate Spellcasting: The dragon can cast the two cantrips of its choice at will. It’s bonus to hit with these spells is +4 and the save DC is 12. Luck Scale: the dragon can pluck luck scale per day (see above) to give to others. Misty Vision: the dragon can see perfectly well in foggy or misty conditions including those caused by spells such as Fog Cloud, and never needs to make a perception roll or saving throw in order to see Speak with Beasts. The dragon can communicate with beasts as if they shared a common language ----------------------------------------------------------ACTIONS Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage. Misty Breath (Recharge 5-6). The dragon exhales in a 15 foot cone of roiling mist that spreads to cover a radius equal to the cone’s length. Each creature struck must make a DC 11 Dexterity saving throw, taking 6 (2d6) points of necrotic damage in a failed save, or half as much damage on a successful one. The mist also blinds creatures (as the blinded condition) that fail the save for 1d4 rounds as long as they remain within in the cloud and for 2 rounds after they leave the area.
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Fucanglong (Treasure or Underworld Dragon) Fucanglong, also known as Underworld or Treasure Dragons, are fierce-looking longs with a crested heads, spiky backs, multiple limbs, and scales of ruby red, copper, burnt, sienna, burnt umber, magenta, violet, glass green, or the black of volcanic stone. Their breath is a blast of blistering flame. Lords of the Underworld. These dragons are in charge of protecting the hidden treasures of the earth. Unlike most oriental dragons they are not connected in any way with water but rather with the boiling liquid fires within the earth. This fiery habitat gives them fiery tempers and fucanglong rarely leave their lairs. Upon the commands of the gods the dragons may reveal veins or precious gems or ores to worthy mortals but more often they are called upon to create landslides, caveins, and volcanic eruptions. King of the South. The ruler of the fucanglong is the vermillion scaled Ao Qin, also known as Zhulong, who has a castle in the bottom of the southern sea. The most ill tempered and solitary of the longwang, Ao Qin rarely accepts visitors of any sort. A FUCANGLONG’S LAIR A Fucanglong’s lair is a huge warren of interconnected passages and chambers deep within the mantle of the world. This immense maze will have walls gleaming with uncut gems and veins of precious metals. 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 burrow through the ground and at the end of the movement the dragon can burst out of the ground spouting lava in a 30 foot radius. The lava does damage as in the dragon’s breath weapon, save for half damage as normal. The lava hardens in the next round. Razor sharp crystal spikes spout from the walls or ground at any point the dragon can see within 150 feet of it. The spikes are otherwise identical to a spike growth spell. The spikes remain until the dragon destroys them or until it dies. Two masses of rock several tons in weight appear within 120 feet of the dragon and violently crash together crushing a single opponent between them. The dragon must make a single ranged attack roll (dragon’s Proficiency bonus + Dexterity modifier) to hit the target. The clashing rocks ignore any concealment and if there is a solid barrier between the rocks and the target then the barrier takes the damage. If the clashing rocks do more damage to the barrier than the barrier has hit points then the rocks smash through the barrier and any leftover damage is applied to the victim. The rocks do 60 (20d6) points of damage and the victim is knocked prone. A successful Dexterity save (DC 18) halves the damage. REGIONAL EFFECTS The region containing a dilong’s lair is enchanted by the dilong’s magic, which creates one or more of the following effects:
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Any water sources within a mile of the lair are steaming hot and lined with sulfur crystals. The land about the lair will be marked with statues and pillars of volcanic stone caused by the dragon shaping half cooled lava into various shapes. In addition fragments of volcanic glass will litter the earth about these objects. Once per day the dragon can cause any volcano to erupt spewing lava, white hot ash, and poisonous vapor for miles. Anyone within 10 miles will be poisoned until out of range and anyone who falls into the lava will instantly die. If the dragon dies the landforms and statues remain intact but all other effects immediately fade.
Ancient Fucanglong Gargantuan dragon, neutral evil ----------------------------------------------------------Armor Class: 26 (natural armor) Hit Points: 367 (21d20+147) Speed: 40 ft, burrow 50 ft., Fly 80 ft. ----------------------------------------------------------Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 16 (+3) Wis 16 (+3) Cha 17 (+3) ----------------------------------------------------------Saving Throws: Dex +7 Con +14 Wis +10 Cha +10
Skills: Perception +10, Stealth +7 Damage immunities: fire and poison. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 20 Languages: Common, Draconic, Undercommon Challenge: 23 (50,000 XP) Proficiency: +7 ----------------------------------------------------------.Adamantine Jaws: The dragon can chew its way through solid rock at its normal burrowing speed. Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 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 Innate Spellcasting: the dragon can cast three spells up to 7th level of its choice per day. It’s bonus to hit with these spells is +10 and the save DC is 18. Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. Smoke Vision: The dragon can see perfectly well in smoky conditions including those caused by spells such as pyrotechnics, and never needs to make a perception roll or saving throw in order to see ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 +7) piercing damage. Claws: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d6 +7) slashing damage. Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 +7) bludgeoning damage. Fiery Breath (Recharge 5-6). The dragon exhales in a 90 foot cone. Each creature in that line must make a DC 22 Dexterity saving throw, taking 60 (20d6) points of fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS
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The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack. Wing Attack (cost 2 actions): the dragon beats its wings and each creature within 10 feet of the dragon must succeed on a DC 22 saving throw or take 13 (2d6+7) points of bludgeoning damage and be knocked prone. The dragon can them fly up to ½ its flying speed
Adult Fucanglong Huge dragon, neutral evil ----------------------------------------------------------Armor Class: 17 (natural armor) Hit Points: 172 (15d12+75) Speed: 40 ft, burrow: 40 ft., Fly 60 ft. ----------------------------------------------------------Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 14 (+2) Wis 14 (+2) Cha 15 (+2) ----------------------------------------------------------Saving Throws: Dex +4 Con +9 Wis +6 Cha +6
Skills: Perception +6, Stealth +4 Damage immunities: fire and poison. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 16 Languages: Common, Draconic, Undercommon Challenge: 12 (8,400 XP) Proficiency: +4 ----------------------------------------------------------Adamantine Jaws: The dragon can chew its way through solid rock at its normal burrowing speed. Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of
the new form, except any class features or legendary actions of that form. 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 14 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 Innate Spellcasting: Once per day the dragon can cast two spells of up to 4th level of its choice. It’s bonus to hit with these spells is +6 and the save DC is 14. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language Smoke Vision: The dragon can see perfectly well in smoky conditions including those caused by spells such as pyrotechnics, and never needs to make a perception roll or saving throw in order to see ----------------------------------------------------------ACTIONS Multiattack: the drake can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 +5) piercing damage. Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 +5) slashing damage. Tail: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 +5) bludgeoning damage. Fiery Breath (Recharge 5-6). The dragon exhales in a 60 foot cone. Each creature in that line must make a DC 17 Dexterity saving throw, taking 36 (12d6) points of fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only
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at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack.
Young Fucanglong Large dragon, neutral evil ----------------------------------------------------------Armor Class: 16 (natural armor) Hit Points: 110 (13d10+39) Speed: 40 ft, burrow 30 ft. ----------------------------------------------------------Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 12 (+1) Wis 12 (+1) Cha 13 (+1) ----------------------------------------------------------Saving Throws: Dex +3 Con +6 Wis +4 Cha +4
Skills: Perception +4, Stealth +4 Damage immunities: fire and poison. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 14 Languages: Common and Draconic Challenge: 6 (2,300 XP) Proficiency: +3 ----------------------------------------------------------Adamantine Jaws: The dragon can chew its way through solid rock at its normal burrowing speed. Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Innate Spellcasting: Once per day the dragon can cast one spell of its choice of up to 2nd level. It’s The bonus to hit with these spells is +4 and the save DC is 12. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language.
Smoke Vision: The dragon can see perfectly well in smoky conditions including those caused by spells such as pyrotechnics, and never needs to make a perception roll or saving throw in order to see ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 +3) piercing damage. Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 +3) slashing damage. Fiery Breath (Recharge 5-6). The dragon exhales in a 30 foot cone. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (6d6) points of fire damage on a failed save, or half as much damage on a successful one.
Wyrmling Fucanglong Medium dragon, neutral evil ----------------------------------------------------------Armor Class: 14 (natural armor) Hit Points: 22 (4d8+4) Speed: 40 ft, burrow 30 ft., Swim 60 ft. ----------------------------------------------------------Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 10 (+0) Wis 11 (+0) Cha 10 (+0) ----------------------------------------------------------Saving Throws: Dex +4 Con +3 Wis +2 Cha +2
Skills: Perception +2, Stealth +4 Damage immunities: fire and poison. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 12 Languages: Common and Draconic Challenge: ½ (100 XP) Proficiency: +2 ----------------------------------------------------------Adamantine Jaws: The dragon can chew its way through solid rock at its normal burrowing speed. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. Smoke Vision: The dragon can see perfectly well in smoky conditions including those caused by spells such as pyrotechnics, and never needs to make a perception roll or saving throw in order to see
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----------------------------------------------------------ACTIONS Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage.
Fiery Breath (Recharge 5-6). The dragon exhales in a 15 foot cone. Each creature in that line must make a DC 10 Dexterity saving throw, taking 6 (2d6) points of fire damage on a failed save, or half as much damage on a successful one.
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Qiulong (Jade, Coiled, or River Dragons) Qiulong (literally ‘coiling’ dragon), also known as Jade and River dragons, have long necks and crocodilian snouts. Males have horns but the female is hornless. As their names imply their scales are typically jade green with a red underside and white markings on the sides as if embroidered. Other colors such as the white of sea foam, the reds of coral, the blacks of deep water, and aquamarine also occur. The breath of a qiulong is a cloud of boiling steam. Lords of Waters. Qiulong are the typical dragons of lakes, rivers, and the seas. Unlike their dilong cousins the jade dragons are in charge of surface waters which they keep clean and flowing. They typically reward people by keeping the waters calm for sailing or providing plenty of fish in fishermen’s nets. If sent to punish a mortal these dragons typically cause tidal waves. King of the North. The ruler of the dilong is the black scaled Ao Shun, also known as Xuanlong, who has a castle in the bottom of the northern sea. Ao Shun is among the most gregarious of the longwang and has elaborate rooms in his palace just for guests. A QIULONG’S LAIR A qiuong’s lair is typically located underwater, usually in an undersea palace or mansion. There they will have many servants in the form of awakened sharks, turtles, crabs, and other water animals. The castles themselves are often of coral with walls of mother of pearl and strange iridescent fish providing light. All treasure lost underwater is a qiulong’s by right so they tend to be among the wealthiest of dragons. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: Instead of a cone of superheated steam the dragon can use a breath charge to breathe a line of pressurized water twice the length of its usual breath and 5 feet wide. This line does bludgeoning damage. The dragon creates a whirlpool in any body of water within 120 feet of the dragon. The whirlpool fills a 30 foot radius centered on the point given by the dragon. Those caught in the pool must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also considered grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the whirlpool’s space. The dragon creates a massive wave of water that affects an area of coastline 120 feet in length and targets all creatures and objects within 40 feet of the shore. The save DC to halve this damage is equal to the dragon’s breath weapon DC. Those who fail their saves take 24 (8d6) points of damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after
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the wave hits. Unless they have a swim movement or make a successful athletics check the creatures will then begin to drown. REGIONAL EFFECTS The region containing a qiulong’s lair is enchanted by the dragon’s magic, which creates one or more of the following effects: The animals around the lair will all be Awakened (as the spell) and will be the servants of the dragon. In this case they will always be fish or water creatures. The corals and fish within 6 miles of the lair take on unworldly hues and unusually large sizes. Once per day, the dragon can alter the weather in a 6 mile radius centered on its lair as in a control weather spell. If the dragon dies all the effects immediately fade.
Ancient Qiulong Gargantuan dragon, chaotic neutral ----------------------------------------------------------Armor Class: 20 (natural armor) Hit Points: 385 (22d20+154) Speed: 40 ft, swim 80 ft., Fly 80 ft. ----------------------------------------------------------Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5) Wis 20 (+5) Cha 21 (+5) ----------------------------------------------------------Saving Throws: Dex +7 Con +14 Wis +12 Cha +12
Skills: Perception +12, Stealth +7 Damage immunities: fire. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 22 Languages: Common, Draconic, and Primordial Challenge: 22 (41,000 XP) Proficiency: +7 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 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 Innate Spellcasting: Once per day the dragon can cast five spells of up to 7th level of its choice. The bonus to hit with these spells is +12 and the DC to resist them is 20. Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead. Sea Strider: 3/day the dragon can use 100 feet of its movement to step magically into one body of water within its reach and emerge from a second body of water within a mile of the first body of water, appearing in an unoccupied space within 5 feet of the shore. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 9 (3d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws.
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Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 +7) piercing damage. Claws: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d6 +7) slashing damage. Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 +7) bludgeoning damage. Steam Breath (Recharge 5-6). The dragon exhales in a 90 foot cone. Each creature in that line must make a DC 21 Dexterity saving throw, taking 60 (20d6) points of fire damage on a failed save, or half as much damage on a successful one.
Senses: blindsight 10 ft., darkvision 60 ft. passive perception 19 Languages: Common, Draconic, and Primordial Challenge: 13 (10,000 XP) Proficiency: +5 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
LEGENDARY ACTIONS The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack. Wing Attack (cost 2 actions): the dragon beats its wings and each creature within 10 feet of the dragon must succeed on a DC 22 saving throw or take 15 (2d6+9) points of bludgeoning damage and be knocked prone. The dragon can them fly up to ½ its flying speed
Adult Qiulong Huge dragon, chaotic neutral ----------------------------------------------------------Armor Class: 18 (natural armor) Hit Points: 184 (16d12+80) Speed: 40 ft, swim 70 ft., Fly 60 ft. ----------------------------------------------------------Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) Wis 18 (+4) Cha 19 (+4) -----------------------------------------------------------
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 Innate Spellcasting: Once per day the dragon can cast four spells of up to 4th level of its choice. The dragons bonus to hit with these spells is + 9 and the DC to resist these spells is 17. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 6 (2d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws.
Saving Throws: Dex +5 Con +10 Wis +9 Cha +9
Skills: Perception +9, Stealth +5 Damage immunities: fire.
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Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 +5) piercing damage. Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 +5) slashing damage. Tail: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d8 +5) bludgeoning damage. Steam Breath (Recharge 5-6). The dragon exhales in a 60 foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 36 (12d6) points of fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check.
into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Innate Spellcasting: Once per day the dragon can cast three spells of up to 2nd level of its choice. The bonus to hit with these spells is +6 and the DC to resist them is 14. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 3 (1d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS
Tail Attack: the dragon makes a tail attack.
Multiattack: the dragon makes three attacks: once with its bite and twice with its claws.
Young Qiulong
Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 +3) piercing damage.
Large dragon, chaotic neutral ----------------------------------------------------------Armor Class: 17 (natural armor) Hit Points: 119 (14d10+42) Speed: 40 ft., swim 60 ft. ----------------------------------------------------------Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 16 (+3) Wis 16 (+3) Cha 17 (+3) ----------------------------------------------------------Saving Throws: Dex +3 Con +6 Wis +6 Cha +6
Skills: Perception +6, Stealth +3 Damage immunities: fire. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 16 Languages: Common, Draconic, and Primordial Challenge: 7 (2,900 XP) Proficiency: +3 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back
Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 +3) slashing damage. Steam Breath (Recharge 5-6). The dragon exhales in a 30 foot cone. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (6d6) points of fire damage on a failed save, or half as much damage on a successful one.
Wyrmling Qiulong Medium dragon, chaotic neutral ----------------------------------------------------------Armor Class: 15 (natural armor) Hit Points: 27 (5d8+5) Speed: 40 ft, Swim 60 ft.
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----------------------------------------------------------Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2) Wis 15 (+2) Cha 14 (+2) -----------------------------------------------------------
Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. ----------------------------------------------------------ACTIONS
Saving Throws: Dex +2 Con +3 Wis +4 Cha +4
Skills: Perception +6, Stealth +2 Damage immunities: fire. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 16 Languages: Common and Draconic Challenge: ½ (100 XP) Proficiency: +2 ----------------------------------------------------------Innate Spellcasting: Once per day the dragon can cast two cantrips of its choice. The bonus to hit with these spells is +4 and the DC to resist them is 12.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage. Steam Breath (Recharge 5-6). The dragon exhales in a 15 foot cone. Each creature in that line must make a DC 11 Dexterity saving throw, taking 6 (2d6) points of fire damage on a failed save, or half as much damage on a successful one.
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Shenlong (Spirit Dragon) Long bodied dragons with gleaming antlers, flowing manes, and scales of silver and sky blue, shenlong or spirit dragons, are the most venerated of the worldly dragons. Only the heavenly tianlong are more respected but those exalted beasts respond only to the Emperor while the shenlong will accept the prayers of the common man. As bringers of rain it is appropriate that the breath of a shenlong is a bolt of lightning. Lords of the Air. Shenlong are in charge of herding the heavenly sheep (clouds) and bringing rain to the land. They are responsible for making it rain when the gods decree it is supposed to. When angry, or directed to by the gods, shenlong can cause devastating downpours causing floods, or withhold the rains causing drought. King of the West. The ruler of the shenlong is the azure scaled Ao Guang, also known as Qinglong, who has a castle in the bottom of the eastern sea. Ao Guang has a fondness for humanoids ever since a young peasant lad married his daughter and is one of the friendliest of the longwangs.
A SHENLONG’S LAIR A shenlong’s lair is typically a cloud castle or located upon a high, cloud shrouded mountain top. As benefits their exalted work they live in elaborate mansions or palaces filled with awakened bird and bat servants as well as many elementals of the air. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as if casting a Fog Cloud spell. The fog lasts until the dragon takes another lair action. The dragon gives voice to an immense roar causing any creature within 15 feet of the dragon to make a Constitution saving throw (DC is the same as the dragon’s breath weapon) or take 8 (2d8) points of Thunder damage and be pushed 10 feet away from the dragon. On a successful save the creature takes only half damage and is not pushed. Any flying creature within 120 feet and in sight of the dragon must make a Constitution saving throw (DC as the dragon’s breath) will have difficulty fighting gravity. If the victim does not land on their next turn they will crash. The victim will remain grounded until the dragon’s next lair action. REGIONAL EFFECTS The region containing a shenlong’s lair is enchanted by the dragon’s magic, which creates one or more of the following effects: The animals around the lair will all be Awakened (as the spell) and will be the servants of the dragon.
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Once per day, the dragon can alter the weather in a 6 mile radius centered on its lair as in the Control Weather spell. Thunderstorms will rage within 6 miles of the lair. As one approaches within a mile of the lair the clouds will take the form of huge wooly rams leaping about and slamming their heads together. If the dragon dies all these effects immediately fade.
Ancient Shenlong
Gargantuan dragon, lawful neutral ----------------------------------------------------------Armor Class: 21 (natural armor) Hit Points: 402 (23d20+161) Speed: 40 ft, Fly 80 ft. ----------------------------------------------------------Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5) Wis 20 (+5) Cha 21 (+5) -----------------------------------------------------------
Innate Spellcasting: Once per day the dragon can cast five spells of up to 7th level of its choice. The bonus to hit with these spells is +15 and the DC to resist them is 20. Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language.
Saving Throws: Dex +7 Con +14 Wis +12 Cha +12
Skills: Perception +12, Stealth +7 Damage immunities: lightning. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 22 Languages: Common, Draconic, and Primordial Challenge: 23 (50,000 XP) Proficiency: +7 ----------------------------------------------------------Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 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. Fog Sight (Su) The dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog.
Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 9 (3d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 +7) piercing damage. Claws: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d6 +7) slashing damage. Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 +7) bludgeoning damage. Lightning Breath. The dragon exhales lightning in a 120·foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 60 (20d6) lightning damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS
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The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack. Wing Attack (cost 2 actions): the dragon beats its wings and each creature within 10 feet of the dragon must succeed on a DC 22 saving throw or take 13 (2d6+7) points of bludgeoning damage and be knocked prone. The dragon can them fly up to ½ its flying speed
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. Fog Sight (Su) The dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog. Innate Spellcasting: Once per day the dragon can cast four spells of up to 4th level of its choice. The dragons bonus to hit with these spells is + 9 and the DC to resist these spells is 17. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language.
Adult Shenlong Huge dragon, lawful neutral ----------------------------------------------------------Armor Class: 19 (natural armor) Hit Points: 195 (17d12+85) Speed: 40 ft, Fly 60 ft. ----------------------------------------------------------Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) Wis 18 (+4) Cha 19 (+4) ----------------------------------------------------------Saving Throws: Dex +5 Con +10 Wis +9 Cha +9
Skills: Perception +9, Stealth +5 Damage immunities: lightning. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 19 Languages: Common, Draconic, and Primordial Challenge: 14 (11,500 XP) Proficiency: +5 ----------------------------------------------------------Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 6 (2d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d10 +5) piercing damage. Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 +5) slashing damage. Tail: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d8 +5) bludgeoning damage. Lightning Breath (Recharge 5-6). The dragon exhales in a 90 foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 36 (12d6) points of lightning damage on a failed save, or half as much damage on a successful one.
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LEGENDARY ACTIONS The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack.
Young Shenlong Large dragon, lawful neutral ----------------------------------------------------------Armor Class: 15 (natural armor) Hit Points: 127 (15d10+45) Speed: 40 ft., swim 30 ft. ----------------------------------------------------------Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 16 (+3) Wis 16 (+3) Cha 17 (+3) ----------------------------------------------------------Saving Throws: Dex +3 Con +6 Wis +6 Cha +6
Skills: Perception +6, Stealth +3 Damage immunities: fire. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 16 Languages: Common, Draconic, and Primordial Challenge: 7 (2,900 XP) Proficiency: +3 ----------------------------------------------------------Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Fog Sight (Su) The dragon’s sight is not impeded by clouds or fog, or by spells that create areas of fog. Innate Spellcasting: Once per day the dragon can cast three spells of up to 2nd level of its choice.
The bonus to hit with these spells is +6 and the DC to resist them is 14. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 3 (1d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can make three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 +3) piercing damage. Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 +3) slashing damage. Lightning Breath (Recharge 5-6). The dragon exhales in a 60 foot long line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (6d6) points of lightning damage on a failed save, or half as much damage on a successful one.
Wyrmling Shenlong Medium dragon, lawful neutral ----------------------------------------------------------Armor Class: 16 (natural armor) Hit Points: 33 (6d8+6) Speed: 40 ft, Swim 60 ft. ----------------------------------------------------------Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2) Wis 15 (+2) Cha 14 (+2) ----------------------------------------------------------Saving Throws: Dex +2 Con +3 Wis +4 Cha +4
Skills: Perception +4, Stealth +2 Damage immunities: lightning. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 14 Languages: Common and Draconic Challenge: 1 (200 XP) Proficiency: +2 ----------------------------------------------------------Innate Spellcasting: Once per day the dragon can cast two cantrips of its choice. The bonus to hit
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with these spells is +4 and the DC to resist them is 12. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. ----------------------------------------------------------ACTIONS
Lightning Breath (Recharge 5-6). The dragon exhales in a 40 foot line. Each creature in that line must make a DC 12 Dexterity saving throw, taking 6 (2d6) points of lightning damage on a failed save, or half as much damage on a successful one.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage.
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Tianlong (Celestial Dragon) Tianlong, or Celestial Dragons, are the guardians of the outer planes and palaces of the gods. With scales of golden-red, sunny yellow, dawning pinkish orange, dusky purple, indigo blue, or bluish-black they are the fiercest yet most beautiful of all dragons. The breath of a tianlong is holy fire, a brilliant flash of burning light accompanied by the raging roar of the heavens. Lords of Light. As creatures of the celestial realms tianlong are the guardians of the gates to the outer planes and mansions of the gods. They are responsible for making sure all the other dragon types receive their orders to bring good or ill fortune to mortals. Tianlongs are often sent to give messages to other dragons and immortals but among mortals only the Emperor himself is granted a tianlong messenger. King of the Center. The ruler of the tianlong is the yellow scaled great Qiantang himself. A TIANLONG’S LAIR A tianong’s lair is typically a palace upon the outer planes. A soaring pagoda surrounded by delicate fountains and elaborate gardens and filled with many servants is typical of a tianlong lair. 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 counter any spell once per round as an immediate action. It need not know the spell it is countering, but can instead expend any spell that is one level higher to automatically counter the spell. The dragon can cover its form in golden armor, granting it a +2 bonus to AC and energy resistance to one energy type, chosen at the time the armor is summoned. This armor lasts for 12 rounds or until the dragon dismisses it as a free action. The dragon shines with holy light and all good or evil creatures within a 120 foot radius centered on he dragon have disadvantage when making saving throws against the dragon’s spells, spell-like abilities, breath, and fear aura. This aura lasts until the next initiative count of 20. REGIONAL EFFECTS The region containing a tianlong’s lair is enchanted by the dragon’s magic, which creates one or more of the following effects: Celestial and fae creatures will abound in the area around the lair and be the servants of the dragon. Once per day, the dragon can alter the weather in a 6 mile radius centered on its lair as in the Control Weather spell. The land within 1 mile of the lair will be in springtime no mater what the actual season. The land will be filled with singing birds, blooming flowers and cherry blossoms, among other signs of eternal spring.
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If the dragon dies all these effects immediately fade.
Ancient Tianlong
Gargantuan dragon, neutral ----------------------------------------------------------Armor Class: 22 (natural armor) Hit Points: 462 (25d20+200) Speed: 40 ft, swim 80 ft., Fly 80 ft. ----------------------------------------------------------Str 29 (+9) Dex 11 (+0) Con 27 (+8) Int 21 (+5) Wis 20 (+5) Cha 21 (+5) ----------------------------------------------------------Saving Throws: Dex +8 Con +16 Wis +13 Cha +13
Skills: Perception +13, Stealth +8 Damage immunities: radiant, thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 23 Languages: Common, Draconic, and Celestial Challenge: 25 (75,000 XP) Proficiency: +8 ----------------------------------------------------------Celestial Smite: Once per day a celestial dragon can make a normal melee attack to deal 26 points of radiant or necrotic damage (Dragon’s choice) in addition to normal damage. Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. 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 Innate Spellcasting: Once per day the dragon can cast five spells of up to 8th level of its choice.
The bonus to hit with these spells is +13 and the DC to resist them is 21. Legendary Resistance (3/day): if the dragon fails a saving throw, it can choose to succeed instead. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 9 (3d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d10 +9) piercing damage. Claws: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 +9) slashing damage. Tail: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 17 (2d8 +9) bludgeoning damage. Celestial Breath (Recharge 5-6). The dragon exhales in a 90 foot cone. Each creature in that line must make a DC 24 Dexterity saving throw, taking 40 (10d8) points of radiant damage and an additional 30 (10d6) points of thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon 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 creature’s turn. The dragon regains spent legendary actions at the start of its turn.
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Detect: The dragon can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack. Wing Attack (cost 2 actions): the dragon beats its wings and each creature within 10 feet of the dragon must succeed on a DC 25 saving throw or take 15 (2d6+9) points of bludgeoning damage and be knocked prone. The dragon can them fly up to ½ its flying speed
aware of it must succeed on a DC 19 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 Innate Spellcasting: Once per day the dragon can cast four spells of up to 5th level of its choice. The dragon’s bonus to hit with these spells is + 10 and the DC to resist these spells is 18. Speak with Beasts. The dragon can communicate with beasts as if they shared a common language.
Adult Tianlong Huge dragon, neutral ----------------------------------------------------------Armor Class: 20 (natural armor) Hit Points: 237 (19d12+114) Speed: 40 ft, swim 70 ft., Fly 60 ft. ----------------------------------------------------------Str 25 (+7) Dex 11 (+0) Con 23 (+6) Int 19 (+4) Wis 18 (+4) Cha 19 (+4) ----------------------------------------------------------Saving Throws: Dex +6 Con +12 Wis +10 Cha +10
Skills: Perception +10, Stealth +6 Damage immunities: radiant and thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 20 Languages: Common, Draconic, and Celestial Challenge: 17 (18,000 XP) Proficiency: +6 ----------------------------------------------------------Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Celestial Smite: Once per day a celestial dragon can make a normal melee attack to deal 18 points of radiant or necrotic damage (Dragon’s choice) in addition to normal damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and
Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 6 (2d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the drake can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 +7) piercing damage. Claws: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 +7) slashing damage. Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d8 +7) bludgeoning damage. Celestial Breath (Recharge 5-6). The dragon exhales in a 60 foot cone. Each creature in that line must make a DC 20 Dexterity saving throw, taking 24 (6d8) points of radiant damage and an additional 18 (6d6) points of thunder damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one
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legendary action 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 can make a Wisdom (Perception) check. Tail Attack: the dragon makes a tail attack.
Young Tianlong Large dragon, neutral ----------------------------------------------------------Armor Class: 19 (natural armor) Hit Points: 161 (17d10+68) Speed: 40 ft., swim 60 ft. ----------------------------------------------------------Str 21 (+5) Dex 11 (+0) Con 19 (+4) Int 17 (+3) Wis 16 (+3) Cha 17 (+3) ----------------------------------------------------------Saving Throws: Dex +4 Con +8 Wis +7 Cha +7
Skills: Perception +7, Stealth +4 Damage immunities: radiant and thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 17 Languages: Common, Draconic, and Celestial Challenge: 10 (5,900 XP) Proficiency: +4 ----------------------------------------------------------Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Celestial Smite: Once per day a celestial dragon can make a normal melee attack to deal 12 points of radiant or necrotic damage (Dragon’s choice) in addition to normal damage Innate Spellcasting: Once per day the dragon can cast three spells of up to 3rd level of its choice. The bonus to hit with these spells is +7 and the DC to resist them is 15.
Speak with Beasts. The dragon can communicate with beasts as if they shared a common language Water Fire: the dragon becomes surrounded by an aura of blazing phosphorescent light. Water fire sheds bright light in a 30 foot radius and dim light in an additional 30 feet. Those who touch or strike a dragon using water fire will take 3 (1d6) points of radiant damage, half that if a saving throw of the same DC as the dragon’s breath is made. ----------------------------------------------------------ACTIONS Multiattack: the dragon can use its frightful presence ability. It then makes three attacks: once with its bite and twice with its claws. Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 +5) piercing damage. Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 +5) slashing damage. Celestial Breath (Recharge 5-6). The dragon exhales in a 30 foot cone. Each creature in that line must make a DC 16 Dexterity saving throw, taking 12 (3d8) points of radiant damage and an additional 9 (3d6) points of thunder damage on a failed save, or half as much damage on a successful one
Wyrmling Tianlong Medium dragon, neutral ----------------------------------------------------------Armor Class: 17 (natural armor) Hit Points: 52 (8d8+16) Speed: 40 ft, Swim 60 ft. ----------------------------------------------------------Str 17 (+3) Dex 11 (+0) Con 15 (+2) Int 14 (+2) Wis 15 (+2) Cha 14 (+2) ----------------------------------------------------------Saving Throws: Dex +2 Con +4 Wis +4 Cha +4
Skills: Perception +4, Stealth +2 Damage immunities: radiant and thunder. Senses: blindsight 10 ft., darkvision 60 ft. passive perception 14 Languages: Common and Draconic Challenge: 3 (700 XP) Proficiency: +2 ----------------------------------------------------------Celestial Smite: Once per day a celestial dragon can make a normal melee attack to deal 8 points
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of radiant or necrotic damage (Dragon’s choice) in addition to normal damage
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
Innate Spellcasting: Once per day the dragon can cast two spells of up to 1st level of its choice. The bonus to hit with these spells is +4 and the DC to resist them is 12.
Celestial Breath (Recharge 5-6). The dragon exhales in a 15 foot cone. Each creature in that line must make a DC 20 Dexterity saving throw, taking 4 (1d8) points of radiant damage and an additional 3 (1d6) points of thunder damage on a failed save, or half as much damage on a successful one.
Speak with Beasts. The dragon can communicate with beasts as if they shared a common language. ----------------------------------------------------------ACTIONS
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Oriental Dragonborn & Sorcerers Oriental dragons may be used to create dragonborn and sorcerers native to Asian themed campaigns. To create Oriental dragon-blooded characters just use the following rules. Oriental Dragonborn (Ke-Mung): The dragonborn of Asian countries use the same rules as western dragonborn but choose one of the following dragon types for draconic ancestry.
Draconic Ancestry Dragon Dilong Feilong Fucanglong Qiulong Shenlong Tianlong
Damage Type Thunder Necrotic Fire Fire Lightning Radiant
Breath Weapon 15 ft. cone (Con. Save) 15 ft. cone (Con. Save) 15 ft. cone (Dex. Save) 5 by 30 ft. line (Dex. Save) 5 by 30 ft line (Dex save) 15 ft. cone (Con. Save)
All other racial characteristics are the same as in the core rulebook. Oriental Sorcerers (Yaoren): Oriental dragons often mate with humanoids resulting in Sorcerers with the Draconic bloodline. Like other dragon-blooded sorcerers the Yaoren chooses a draconic Ancestor. In the case of the Yaoren the choice is from among the oriental dragons as given below. Otherwise the class gains its features as in the core rulebook.
Draconic Ancestor Dragon Dilong Feilong Fucanglong Qiulong Shenlong Tianlong
Damage Type Thunder Necrotic Fire Fire Lightning Radiant
Dragons by CR 36
CR ½ 1 3 6 7 8 9 10 12 13 14 15 17 22 23 25
Dragon Wyrmling Fucanglong & Wyrmling Qiulong Wyrmling Dilong, Wyrmling Feilong, & Wyrmling Shenlong
Wyrmling Tianlong Young Fucanglong Young Qiulong & Young Shenlong Young Feilong Young Dilong Young Tianlong Adult Fucanglong Adult Feilong & Adult Qiulong Adult Shenlong Adult Dilong Adult Tianlong Ancient Feilong & Ancient Qiulong Ancient Dilong, Ancient Fucanglong, & Ancient Shenlong Ancient Tianlong
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. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 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 identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 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 affix 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
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You a perpetual, worldwide, royalty-free, nonexclusive 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 sufficient 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 coadaptability 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. Identification: 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.
Open Game License v. 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 © 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 material by E. Gary Gygax and Dave Arneson System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Dragons of the Orient, © 2016, Google Docs; Author Laura “Tamara” Henson Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams Mist Dragon, from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games. Mists of Akuma: Imperial Dragons © 2016, Mike Myler published under license by Storm Bunny Studios; Author Mike Myler. OPEN GAME LICENSE Version 1.0a.
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