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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.
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The following items are hereby identified as Product Identity, as defined in the Open Game License version
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are declared as closed content.

Open Content: Except for material designated as Product Identity (see above), the contents of product,
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Game Content may be reproduced in any form without written permission.

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Table of Contents
Introduction 4
Oriental Dragons 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 Pathfinder This Volume


Chiang Lung (River Dragon) Mist Dragon Feilong
Li Lung (Earth Dragon) Forest Dragon Dilong
Lung Wang (Sea Dragon) Dragon Turtle -
Pan Lung (Coiled Dragon) Sea Dragon Qiulong
Shen Lung (Spirit Dragon) Sky Dragon Shenlong
Tien Lung (Celestial Dragon) Sovereign Dragon Tianlong
Tun Mi Lung (Typhoon Dragon) Underworld Dragon Fucanglong

Some may wonder at the change in spelling, why Tianlong instead of Tien-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 Kuh-
long, 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 lets 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 its CR and the dragons bonus to hit with a spell
is its Proficiency bonus + its Charisma modifier. Saving throw DC to resist the spell are 8+ the dragons
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 dragons 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 Clan Color Direction Element Domain


Ao Qin (Gkin) Fucanglong Red South Fire Light
Ao Jun (Gjun) Dilong White West Earth/Metal Knowledge
Ao Guang (Gk) Shenlong Blue East Air/Wood Tempest
Ao Shun (Gjun) Qiulong Black North Water 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 dragons pearl to keep it
out of enemy hands. As such he is the longwang most
likely to listen to humanoids.

A DILONGS LAIR

A dilongs 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 dragons
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 dragons 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 dilongs lair is enchanted by the dragons 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 dilongs 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 Innate Spellcasting: The dragon can cast three


Gargantuan dragon, neutral spells of up to 7th level of its choice. Its bonus to
----------------------------------------------------------- hit with these spells is +10 and the save DC is
Armor Class: 21 (natural armor) 18. These spells recharge at sunrise.
Hit Points: 444 (24d20+192)
Legendary Resistance (3/day): if the dragon fails
Speed: 40 ft, burrow 40 ft., Fly 80 ft.
a saving throw, it can choose to succeed instead.
-----------------------------------------------------------
Str 27 (+8) Dex 11 (+0) Con 26 (+8) Int 16 (+3) Speak with Beasts. The dragon can communicate
Wis 16 (+3) Cha 17 (+3)
with beasts as if they shared a common language
-----------------------------------------------------------
-----------------------------------------------------------
Saving Throws: Dex +7 Con +15 Wis +10 Cha +10
ACTIONS
Skills: Perception +10, Stealth +7
Damage immunities: thunder.
Multiattack: the dragon can use its frightful
Senses: blindsight 10 ft., darkvision 60 ft.
presence ability. It then makes three attacks:
passive perception 20
once with its bite and twice with its claws.
Languages: Common, Draconic, and Primordial
Challenge: 23 (50,000 XP) Proficiency: +7
Bite: Melee Weapon Attack: +15 to hit, reach 15
-----------------------------------------------------------
ft., one target. Hit: 18 (2d10 +8) piercing
Change Shape. The dragon magically
damage.
polymorphs into a humanoid or beast that has a
challenge rating no higher than its own, or back
Claws: Melee Weapon Attack: +15 to hit, reach
into its true form. It reverts to its true form if it
10 ft., one target. Hit: 14 (2d6 +8) slashing
dies. Any equipment it is wearing or carrying is
damage.
absorbed or borne by the new form (the dragon's
choice). In a new form, the dragon retains its
Tail: Melee Weapon Attack: +15 to hit, reach 15
alignment, hit points, Hit Dice, ability to speak,
ft., one target. Hit: 16 (2d8 +8) bludgeoning
proficiencies, Legendary Resistance, lair actions,
damage.
and Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and
capabilities are otherwise replaced by those of Thunder Breath (Recharge 5-6). The dragon
the new form, except any class features or exhales in a 90 foot cone. Each creature in that
line must make a DC 23 Dexterity saving throw,
legendary actions of that form.
taking 60 (20d6) points of thunder damage on a
failed save, or half as much damage on a
Frightful Presence. Each creature of the dragon's
successful one.
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. LEGENDARY ACTIONS
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on The dragon can take 3 legendary actions,
choosing from the options below. Only one
a success. If a creature's saving throw is
legendary action can be used at a time and only
successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for at the end of another creatures turn. The dragon
regains spent legendary actions at the start of its
the next 24 hours.
turn.

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Detect: The dragon can make a Wisdom immune to the dragon's Frightful Presence for
(Perception) check. 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. Its bonus to
Wing Attack (cost 2 actions): the dragon beats its hit with these spells is +5 and the save DC is 15.
wings and each creature within 10 feet of the
dragon must succeed on a DC 23 saving throw or Speak with Beasts. The dragon can communicate
take 14 (2d6+8) points of bludgeoning damage with beasts as if they shared a common language
and be knocked prone. The dragon can them fly -----------------------------------------------------------
up to its flying speed ACTIONS

Multiattack: the dragon can use its frightful


presence ability. It then makes three attacks:
Adult Dilong once with its bite and twice with its claws.
Huge dragon, neutral
----------------------------------------------------------- Bite: Melee Weapon Attack: +11 to hit, reach 10
Armor Class: 19 (natural armor) ft., one target. Hit: 16 (2d10 +6) piercing
Hit Points: 225 (18d12+108) damage.
Speed: 40 ft, burrow 40 ft., Fly 60 ft.
----------------------------------------------------------- Claws: Melee Weapon Attack: +11 to hit, reach
Str 23 (+6) Dex 11 (+0) Con 22 (+6) Int 14 (+2) 5 ft., one target. Hit: 12 (2d6 +6) slashing
Wis 14 (+2) Cha 15 (+2) damage.
-----------------------------------------------------------
Saving Throws: Dex +5 Con +11 Wis +7 Cha +7 Tail: Melee Weapon Attack: +11 to hit, reach 15
Skills: Perception +7, Stealth +5 ft., one target. Hit: 14 (2d8 +6) bludgeoning
Damage immunities: thunder. damage.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 17 Thunder Breath (Recharge 5-6). The dragon
Languages: Common, Draconic, and Primordial exhales in a 60 foot cone. Each creature in that
Challenge: 15 (13,000 XP) Proficiency: +5 line must make a DC 19 Dexterity saving throw,
----------------------------------------------------------- taking 36 (12d6) points of thunder damage on a
Change Shape. The dragon magically failed save, or half as much damage on a
polymorphs into a humanoid or beast that has a successful one.
challenge rating no higher than its own, or back
into its true form. It reverts to its true form if it LEGENDARY ACTIONS
dies. Any equipment it is wearing or carrying is
absorbed or borne by the new form (the dragon's The dragon can take 2 legendary actions,
choice). In a new form, the dragon retains its choosing from the options below. Only one
alignment, hit points, Hit Dice, ability to speak, legendary action can be used at a time and only
proficiencies, Legendary Resistance, lair actions, at the end of another creatures turn. The dragon
and Intelligence, Wisdom, and Charisma scores, regains spent legendary actions at the start of its
as well as this action. Its statistics and turn.
capabilities are otherwise replaced by those of
the new form, except any class features or Detect: The dragon can make a Wisdom
legendary actions of that form. (Perception) check.

Frightful Presence. Each creature of the dragon's Tail Attack: the dragon makes a tail attack.
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 Young Dilong
of each of its turns, ending the effect on itself on Large dragon, neutral
a success. If a creature's saving throw is -----------------------------------------------------------
successful or the effect ends for it, the creature is Armor Class: 18 (natural armor)
Hit Points: 152 (16d10+64)

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Speed: 40 ft, burrow 30 ft., Swim 40ft. Claws: Melee Weapon Attack: +8 to hit, reach 5
----------------------------------------------------------- ft., one target. Hit: 10 (2d6 +4) slashing damage.
Str 19 (+4) Dex 11 (+0) Con 18 (+4) Int 12 (+1)
Wis 12 (+1) Cha 13 (+1) Thunder Breath (Recharge 5-6). The dragon
----------------------------------------------------------- exhales in a 30 foot cone. Each creature in that
Saving Throws: Dex +6 Con +8 Wis +5 Cha +5 line must make a DC 16 Dexterity saving throw,
Skills: Perception +5, Stealth +6 taking 18 (6d6) points of thunder damage on a
Damage immunities: thunder. failed save, or half as much damage on a
Senses: blindsight 10 ft., darkvision 60 ft. successful one.
passive perception 15
Languages: Common and Draconic
Challenge: 9 (5,000 XP) Proficiency: +4
----------------------------------------------------------- Wyrmling Dilong
Change Shape. The dragon magically Medium dragon, neutral
polymorphs into a humanoid or beast that has a -----------------------------------------------------------
challenge rating no higher than its own, or back Armor Class: 16 (natural armor)
into its true form. It reverts to its true form if it Hit Points: 46 (7d8+14)
dies. Any equipment it is wearing or carrying is Speed: 30 ft, burrow 20 ft., Swim 60 ft.
absorbed or borne by the new form (the dragon's -----------------------------------------------------------
choice). In a new form, the dragon retains its Str 15 (+2) Dex 11 (+0) Con 14 (+2) Int 10 (+0)
alignment, hit points, Hit Dice, ability to speak, Wis 11 (+0) Cha 10 (+0)
proficiencies, Legendary Resistance, lair actions, -----------------------------------------------------------
and Intelligence, Wisdom, and Charisma scores, Saving Throws: Dex +4 Con +4 Wis +2 Cha +2
as well as this action. Its statistics and Skills: Perception +2, Stealth +4
capabilities are otherwise replaced by those of Damage immunities: thunder.
the new form, except any class features or Senses: blindsight 10 ft., darkvision 60 ft.
legendary actions of that form. passive perception 12
Languages: Common and Draconic
Innate Spellcasting: The dragon can cast one Challenge: 1 (200 XP) Proficiency: +2
spell of up to 3rd level of its choice. Its 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.
Speak with Beasts. The dragon can communicate -----------------------------------------------------------
with beasts as if they shared a common language ACTIONS
-----------------------------------------------------------
ACTIONS Bite: Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (1d10+2) piercing damage.
Multiattack: the dragon can make three attacks:
once with its bite and twice with its claws. Thunder Breath (Recharge 5-6). The dragon
exhales in a 15 foot cone. Each creature in that
Bite: Melee Weapon Attack: +8 to hit, reach 10 line must make a DC 12 Dexterity saving throw,
ft., one target. Hit: 14 (2d10 +4) piercing taking 6
damage. (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.

Soldiers 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 FEILONGS LAIR

A feilongs 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 feilongs lair is enchanted by the dragons 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 dragons 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 Innate Spellcasting: The dragon can cast five


Gargantuan dragon, neutral good spells of up to 7th level of its choice. Its bonus to
----------------------------------------------------------- hit with these spells is +12 and the save DC is
Armor Class: 20 (natural armor) 20.
Hit Points: 402 (23d20+161)
Speed: 40 ft, swim 20 ft., Fly 80 ft. Legendary Resistance (3/day): if the dragon fails
----------------------------------------------------------- a saving throw, it can choose to succeed instead.
Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5)
Wis 20 (+5) Cha 21 (+5) 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 Misty Vision: the dragon can see perfectly well
Damage immunities: necrotic. in foggy or misty conditions including those
Senses: blindsight 10 ft., darkvision 60 ft. caused by spells such as Fog Cloud, and never
passive perception 22 needs to make a perception roll or saving throw
Languages: Common, Draconic, and Sylvian in order to see.
Challenge: 22 (41,000 XP) Proficiency: +7
----------------------------------------------------------- Speak with Beasts. The dragon can communicate
Mist Form. The dragon magically assumes with beasts as if they shared a common language
gaseous form and is indistinguishable from -----------------------------------------------------------
normal mist. While in mist form, the dragon can't ACTIONS
take any actions, speak, or manipulate objects. It
is weightless, has a flying speed of 20 feet, can Multiattack: the dragon can use its frightful
hover, and can enter a hostile creature's space presence ability. It then makes three attacks:
and stop there. In addition, if air can pass once with its bite and twice with its claws.
through a space, the mist can do so without
squeezing, and it can't pass through water. It has Bite: Melee Weapon Attack: +14 to hit, reach 15
advantage on Strength, Dexterity, and ft., one target. Hit: 17 (2d10 +7) piercing
Constitution saving throws, and it is immune to damage.
all nonmagical damage.
Claws: Melee Weapon Attack: +14 to hit, reach
Frightful Presence. Each creature of the dragon's 10 ft., one target. Hit: 13 (2d6 +7) slashing
choice that is within 120 feet of the dragon and damage.
aware of it must succeed on a DC 20 Wisdom
saving throw or become frightened for 1 minute. Tail: Melee Weapon Attack: +14 to hit, reach 15
A creature can repeat the saving throw at the end ft., one target. Hit: 15 (2d8 +7) bludgeoning
of each of its turns, ending the effect on itself on damage.
a success. If a creature's saving throw is
successful or the effect ends for it, the creature is Misty Breath (Recharge 5-6). The dragon
immune to the dragon's Frightful Presence for exhales in a 90 foot cone of roiling mist that
the next 24 hours. spreads to cover a radius equal to the cones
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 advantage on Strength, Dexterity, and
blinds creatures (as the blinded condition) that Constitution saving throws, and it is immune to
fail the save for 1d4 rounds as long as they all nonmagical damage.
remain within in the cloud and for 2 rounds after
they leave the area. Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and
LEGENDARY ACTIONS aware of it must succeed on a DC 17 Wisdom
saving throw or become frightened for 1 minute.
The dragon can take 3 legendary actions, A creature can repeat the saving throw at the end
choosing from the options below. Only one of each of its turns, ending the effect on itself on
legendary action can be used at a time and only a success. If a creature's saving throw is
at the end of another creatures turn. The dragon successful or the effect ends for it, the creature is
regains spent legendary actions at the start of its immune to the dragon's Frightful Presence for
turn. the next 24 hours

Detect: The dragon can make a Wisdom Innate Spellcasting: The dragon can cast four
(Perception) check. spells of up to 4th level of its choice. Its bonus to
hit with these spells is +9 and the save DC is 17.
Tail Attack: the dragon makes a tail attack.
Luck Scale: the dragon can pluck 3 luck scales
Wing Attack (cost 2 actions): the dragon beats its per day (see above) to give to others.
wings and each creature within 10 feet of the
dragon must succeed on a DC 22 saving throw or Misty Vision: the dragon can see perfectly well
take 14 (2d6+8) points of bludgeoning damage in foggy or misty conditions including those
and be knocked prone. The dragon can them fly caused by spells such as Fog Cloud, and never
up to its flying speed needs to make a perception roll or saving throw
in order to see.

Speak with Beasts. The dragon can communicate


Adult Feilong with beasts as if they shared a common language
Huge dragon, neutral good -----------------------------------------------------------
----------------------------------------------------------- ACTIONS
Armor Class: 18 (natural armor)
Hit Points: 195 (17d12+85) Multiattack: the drake can use its frightful
Speed: 40 ft, Swim 20 ft., Fly 60 ft. presence ability. It then makes three attacks:
----------------------------------------------------------- once with its bite and twice with its claws.
Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4)
Wis 18 (+4) Cha 19 (+4) Bite: Melee Weapon Attack: +10 to hit, reach 10
----------------------------------------------------------- ft., one target. Hit: 15 (2d10 +5) piercing
Saving Throws: Dex +5 Con +10 Wis +9 Cha +9 damage.
Skills: Perception +9, Stealth +5
Damage immunities: necrotic. Claws: Melee Weapon Attack: +10 to hit, reach
Senses: blindsight 10 ft., darkvision 60 ft. 5 ft., one target. Hit: 11 (2d6 +5) slashing
passive perception 19 damage.
Languages: Common, Draconic, and Sylvan
Challenge: 13 (10,000 XP) Proficiency: +5 Tail: Melee Weapon Attack: +10 to hit, reach 15
----------------------------------------------------------- ft., one target. Hit: 13 (2d8 +5) bludgeoning
Mist Form. The dragon magically assumes damage.
gaseous form and is indistinguishable from
normal mist. While in mist form, the dragon can't Misty Breath (Recharge 5-6). The dragon
take any actions, speak, or manipulate objects. It exhales in a 60 foot cone of roiling mist that
is weightless, has a flying speed of 20 feet, can spreads to cover a radius equal to the cones
hover, and can enter a hostile creature's space length. Each creature struck must make a DC 18
and stop there. In addition, if air can pass Dexterity saving throw, taking 36 (12d6) points
through a space, the mist can do so without of necrotic damage in a failed save, or half as
squeezing, and it can't pass through water. It has much damage on a successful one. The mist also

13
blinds creatures (as the blinded condition) that
fail the save for 1d4 rounds as long as they Luck Scale: the dragon can pluck 2 luck scales
remain within in the cloud and for 2 rounds after per day (see above) to give to others.
they leave the area.
Misty Vision: the dragon can see perfectly well
LEGENDARY ACTIONS in foggy or misty conditions including those
caused by spells such as Fog Cloud, and never
The dragon can take 2 legendary actions, needs to make a perception roll or saving throw
choosing from the options below. Only one in order to see.
legendary action can be used at a time and only
at the end of another creatures turn. The dragon Speak with Beasts. The dragon can communicate
regains spent legendary actions at the start of its with beasts as if they shared a common language
turn. -----------------------------------------------------------
ACTIONS
Detect: The dragon can make a Wisdom
(Perception) check. Multiattack: the dragon makes three attacks:
once with its bite and twice with its claws.
Tail Attack: the dragon makes a tail attack.
Bite: Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 14 (2d10 +4) piercing
damage.
Young Feilong
Large dragon, neutral good
Claws: Melee Weapon Attack: +7 to hit, reach 5
-----------------------------------------------------------
ft., one target. Hit: 10 (2d6 +4) slashing damage.
Armor Class: 17 (natural armor)
Hit Points: 127 (15d10+45)
Misty Breath (Recharge 5-6). The dragon
Speed: 40 ft, swim 20 ft. exhales in a 30 foot cone of roiling mist that
-----------------------------------------------------------
spreads to cover a radius equal to the cones
Str 17 (+4) Dex 11 (+0) Con 17 (+3) Int 16 (+3)
length. Each creature struck must make a DC 14
Wis 16 (+3) Cha 17 (+3)
Dexterity saving throw, taking 18 (6d6) points of
----------------------------------------------------------
necrotic damage in a failed save, or half as much
Saving Throws: Dex +3 Con +6 Wis +6 Cha +6
damage on a successful one. The mist also blinds
Skills: Perception +6, Stealth +3
creatures (as the blinded condition) that fail the
Damage immunities: necrotic.
save for 1d4 rounds as long as they remain
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 16 within in the cloud and for 2 rounds after they
Languages: Common, Draconic, and Sylvan leave the area.
Challenge: 8 (3,900 XP) Proficiency: +3
----------------------------------------------------------- Wyrmling Feilong
Mist Form. The dragon magically assumes
Medium dragon, neutral good
gaseous form and is indistinguishable from
-----------------------------------------------------------
normal mist. While in mist form, the dragon can't
Armor Class: 15 (natural armor)
take any actions, speak, or manipulate objects. It Hit Points: 33 (6d8+6)
is weightless, has a flying speed of 20 feet, can
Speed: 30 ft, Swim 60 ft.
hover, and can enter a hostile creature's space
-----------------------------------------------------------
and stop there. In addition, if air can pass
Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2)
through a space, the mist can do so without
Wis 15 (+2) Cha 14 (+2)
squeezing, and it can't pass through water. It has
-----------------------------------------------------------
advantage on Strength, Dexterity, and Saving Throws: Dex +2 Con +3 Wis +4 Cha +4
Constitution saving throws, and it is immune to Skills: Perception +4, Stealth +2
all nonmagical damage. Damage immunities: necrotic.
Senses: blindsight 10 ft., darkvision 60 ft.
Innate Spellcasting: The dragon can cast three passive perception 14
spells of up to 2nd level of its choice. Its bonus Languages: Common and Draconic
to hit with these spells is +6 and the save DC is Challenge: 1 (200 XP) Proficiency: +2
14. -----------------------------------------------------------

14
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. Its 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 cones
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.

15
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, cave-
ins, 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 FUCANGLONGS LAIR

A Fucanglongs 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 dragons
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 (dragons 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 dilongs lair is enchanted by the dilongs magic, which creates one or more of the
following effects:

16
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.

immune to the dragon's Frightful Presence for


Ancient Fucanglong the next 24 hours
Gargantuan dragon, neutral evil
-----------------------------------------------------------
Innate Spellcasting: the dragon can cast three
Armor Class: 26 (natural armor)
spells up to 7th level of its choice per day. Its
Hit Points: 367 (21d20+147)
bonus to hit with these spells is +10 and the save
Speed: 40 ft, burrow 50 ft., Fly 80 ft.
DC is 18.
-----------------------------------------------------------
Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 16 (+3)
Legendary Resistance (3/day): if the dragon fails
Wis 16 (+3) Cha 17 (+3)
a saving throw, it can choose to succeed instead.
-----------------------------------------------------------
Saving Throws: Dex +7 Con +14 Wis +10 Cha +10
Speak with Beasts. The dragon can communicate
Skills: Perception +10, Stealth +7
with beasts as if they shared a common language.
Damage immunities: fire and poison.
Senses: blindsight 10 ft., darkvision 60 ft.
Smoke Vision: The dragon can see perfectly well
passive perception 20
Languages: Common, Draconic, Undercommon in smoky conditions including those caused by
spells such as pyrotechnics, and never needs to
Challenge: 23 (50,000 XP) Proficiency: +7
make a perception roll or saving throw in order
-----------------------------------------------------------
to see
.Adamantine Jaws: The dragon can chew its way
-----------------------------------------------------------
through solid rock at its normal burrowing speed.
ACTIONS
Change Shape: The dragon magically
Multiattack: the dragon can use its frightful
polymorphs into a humanoid or beast that has a
presence ability. It then makes three attacks:
challenge rating no higher than its own, or back
once with its bite and twice with its claws.
into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is
Bite: Melee Weapon Attack: +14 to hit, reach 15
absorbed or borne by the new form (the dragon's
choice). In a new form, the dragon retains its ft., one target. Hit: 17 (2d10 +7) piercing
alignment, hit points, Hit Dice, ability to speak, damage.
proficiencies, Legendary Resistance, lair actions,
Claws: Melee Weapon Attack: +14 to hit, reach
and Intelligence, Wisdom, and Charisma scores,
10 ft., one target. Hit: 13 (2d6 +7) slashing
as well as this action. Its statistics and
damage.
capabilities are otherwise replaced by those of
the new form, except any class features or
Tail: Melee Weapon Attack: +14 to hit, reach 15
legendary actions of that form.
ft., one target. Hit: 15 (2d8 +7) bludgeoning
Frightful Presence: Each creature of the dragon's damage.
choice that is within 120 feet of the dragon and
Fiery Breath (Recharge 5-6). The dragon exhales
aware of it must succeed on a DC 18 Wisdom
in a 90 foot cone. Each creature in that line must
saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end make a DC 22 Dexterity saving throw, taking 60
(20d6) points of fire damage on a failed save, or
of each of its turns, ending the effect on itself on
half as much damage on a successful one.
a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
LEGENDARY ACTIONS

17
the new form, except any class features or
The dragon can take 3 legendary actions, legendary actions of that form.
choosing from the options below. Only one
legendary action can be used at a time and only Frightful Presence. Each creature of the dragon's
at the end of another creatures turn. The dragon choice that is within 120 feet of the dragon and
regains spent legendary actions at the start of its aware of it must succeed on a DC 14 Wisdom
turn. saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end
Detect: The dragon can make a Wisdom of each of its turns, ending the effect on itself on
(Perception) check. a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
Tail Attack: the dragon makes a tail attack. immune to the dragon's Frightful Presence for
the next 24 hours
Wing Attack (cost 2 actions): the dragon beats its
wings and each creature within 10 feet of the Innate Spellcasting: Once per day the dragon can
dragon must succeed on a DC 22 saving throw or cast two spells of up to 4th level of its choice. Its
take 13 (2d6+7) points of bludgeoning damage bonus to hit with these spells is +6 and the save
and be knocked prone. The dragon can them fly DC is 14.
up to its flying speed
Speak with Beasts. The dragon can communicate
with beasts as if they shared a common language

Adult Fucanglong Smoke Vision: The dragon can see perfectly well
Huge dragon, neutral evil in smoky conditions including those caused by
----------------------------------------------------------- spells such as pyrotechnics, and never needs to
Armor Class: 17 (natural armor) make a perception roll or saving throw in order
Hit Points: 172 (15d12+75) to see
Speed: 40 ft, burrow: 40 ft., Fly 60 ft. -----------------------------------------------------------
----------------------------------------------------------- ACTIONS
Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 14 (+2)
Wis 14 (+2) Cha 15 (+2) Multiattack: the drake can use its frightful
----------------------------------------------------------- presence ability. It then makes three attacks:
Saving Throws: Dex +4 Con +9 Wis +6 Cha +6 once with its bite and twice with its claws.
Skills: Perception +6, Stealth +4
Damage immunities: fire and poison. Bite: Melee Weapon Attack: +9 to hit, reach 10
Senses: blindsight 10 ft., darkvision 60 ft. ft., one target. Hit: 15 (2d10 +5) piercing
passive perception 16 damage.
Languages: Common, Draconic, Undercommon
Challenge: 12 (8,400 XP) Proficiency: +4 Claws: Melee Weapon Attack: +9 to hit, reach 5
----------------------------------------------------------- ft., one target. Hit: 11 (2d6 +5) slashing damage.
Adamantine Jaws: The dragon can chew its way
through solid rock at its normal burrowing speed. Tail: Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit: 13 (2d8 +5) bludgeoning
Change Shape. The dragon magically damage.
polymorphs into a humanoid or beast that has a
challenge rating no higher than its own, or back Fiery Breath (Recharge 5-6). The dragon exhales
into its true form. It reverts to its true form if it in a 60 foot cone. Each creature in that line must
dies. Any equipment it is wearing or carrying is make a DC 17 Dexterity saving throw, taking 36
absorbed or borne by the new form (the dragon's (12d6) points of fire damage on a failed save, or
choice). In a new form, the dragon retains its half as much damage on a successful one.
alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, LEGENDARY ACTIONS
and Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and The dragon can take 3 legendary actions,
capabilities are otherwise replaced by those of choosing from the options below. Only one
legendary action can be used at a time and only

18
at the end of another creatures turn. The dragon Smoke Vision: The dragon can see perfectly well
regains spent legendary actions at the start of its in smoky conditions including those caused by
turn. spells such as pyrotechnics, and never needs to
make a perception roll or saving throw in order
Detect: The dragon can make a Wisdom to see
(Perception) check. -----------------------------------------------------------
ACTIONS
Tail Attack: the dragon makes a tail attack.
Multiattack: the dragon can use its frightful
presence ability. It then makes three attacks:
once with its bite and twice with its claws.
Young Fucanglong
Large dragon, neutral evil
Bite: Melee Weapon Attack: +6 to hit, reach 10
-----------------------------------------------------------
ft., one target. Hit: 13 (2d10 +3) piercing
Armor Class: 16 (natural armor)
damage.
Hit Points: 110 (13d10+39)
Speed: 40 ft, burrow 30 ft. Claws: Melee Weapon Attack: +6 to hit, reach 5
-----------------------------------------------------------
ft., one target. Hit: 9 (2d6 +3) slashing damage.
Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 12 (+1)
Wis 12 (+1) Cha 13 (+1)
Fiery Breath (Recharge 5-6). The dragon exhales
-----------------------------------------------------------
in a 30 foot cone. Each creature in that line must
Saving Throws: Dex +3 Con +6 Wis +4 Cha +4
make a DC 14 Dexterity saving throw, taking 18
Skills: Perception +4, Stealth +4
Damage immunities: fire and poison. (6d6) 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 14
Languages: Common and Draconic
Challenge: 6 (2,300 XP) Proficiency: +3
Wyrmling Fucanglong
-----------------------------------------------------------
Medium dragon, neutral evil
Adamantine Jaws: The dragon can chew its way -----------------------------------------------------------
through solid rock at its normal burrowing speed. Armor Class: 14 (natural armor)
Hit Points: 22 (4d8+4)
Change Shape. The dragon magically
Speed: 40 ft, burrow 30 ft., Swim 60 ft.
polymorphs into a humanoid or beast that has a
-----------------------------------------------------------
challenge rating no higher than its own, or back
Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 10 (+0)
into its true form. It reverts to its true form if it
Wis 11 (+0) Cha 10 (+0)
dies. Any equipment it is wearing or carrying is
-----------------------------------------------------------
absorbed or borne by the new form (the dragon's Saving Throws: Dex +4 Con +3 Wis +2 Cha +2
choice). In a new form, the dragon retains its Skills: Perception +2, Stealth +4
alignment, hit points, Hit Dice, ability to speak, Damage immunities: fire and poison.
proficiencies, Legendary Resistance, lair actions, Senses: blindsight 10 ft., darkvision 60 ft.
and Intelligence, Wisdom, and Charisma scores, passive perception 12
as well as this action. Its statistics and Languages: Common and Draconic
capabilities are otherwise replaced by those of Challenge: (100 XP) Proficiency: +2
the new form, except any class features or -----------------------------------------------------------
legendary actions of that form. Adamantine Jaws: The dragon can chew its way
through solid rock at its normal burrowing speed.
Innate Spellcasting: Once per day the dragon can
cast one spell of its choice of up to 2nd level. Its Speak with Beasts. The dragon can communicate
The bonus to hit with these spells is +4 and the with beasts as if they shared a common language.
save DC is 12.
Smoke Vision: The dragon can see perfectly well
Speak with Beasts. The dragon can communicate in smoky conditions including those caused by
with beasts as if they shared a common language. spells such as pyrotechnics, and never needs to
make a perception roll or saving throw in order
to see

19
Fiery Breath (Recharge 5-6). The dragon exhales
----------------------------------------------------------- in a 15 foot cone. Each creature in that line must
ACTIONS make a DC 10 Dexterity saving throw, taking 6
(2d6) points of fire damage on a failed save, or
Bite: Melee Weapon Attack: +3 to hit, reach 5 half as much damage on a successful one.
ft., one target. Hit: 6 (1d10+1) piercing damage.

20
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 fishermens 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 QIULONGS LAIR

A qiuongs 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 qiulongs 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 whirlpools 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 dragons 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

21
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 qiulongs lair is enchanted by the dragons 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.

of each of its turns, ending the effect on itself on


Ancient Qiulong a success. If a creature's saving throw is
Gargantuan dragon, chaotic neutral
successful or the effect ends for it, the creature is
-----------------------------------------------------------
immune to the dragon's Frightful Presence for
Armor Class: 20 (natural armor) the next 24 hours
Hit Points: 385 (22d20+154)
Speed: 40 ft, swim 80 ft., Fly 80 ft.
Innate Spellcasting: Once per day the dragon can
-----------------------------------------------------------
cast five spells of up to 7th level of its choice.
Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5)
The bonus to hit with these spells is +12 and the
Wis 20 (+5) Cha 21 (+5)
DC to resist them is 20.
-----------------------------------------------------------
Saving Throws: Dex +7 Con +14 Wis +12 Cha +12
Legendary Resistance (3/day): if the dragon fails
Skills: Perception +12, Stealth +7
a saving throw, it can choose to succeed instead.
Damage immunities: fire.
Senses: blindsight 10 ft., darkvision 60 ft.
Sea Strider: 3/day the dragon can use 100 feet of
passive perception 22
its movement to step magically into one body of
Languages: Common, Draconic, and Primordial
water within its reach and emerge from a second
Challenge: 22 (41,000 XP) Proficiency: +7
body of water within a mile of the first body of
-----------------------------------------------------------
water, appearing in an unoccupied space within 5
Change Shape. The dragon magically
feet of the shore.
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 Speak with Beasts. The dragon can communicate
dies. Any equipment it is wearing or carrying is with beasts as if they shared a common language.
absorbed or borne by the new form (the dragon's
Water Fire: the dragon becomes surrounded by
choice). In a new form, the dragon retains its
an aura of blazing phosphorescent light. Water
alignment, hit points, Hit Dice, ability to speak,
fire sheds bright light in a 30 foot radius and dim
proficiencies, Legendary Resistance, lair actions,
light in an additional 30 feet. Those who touch or
and Intelligence, Wisdom, and Charisma scores,
strike a dragon using water fire will take 9 (3d6)
as well as this action. Its statistics and
capabilities are otherwise replaced by those of points of radiant damage, half that if a saving
the new form, except any class features or throw of the same DC as the dragons breath is
legendary actions of that form. made.
-----------------------------------------------------------
ACTIONS
Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and
Multiattack: the dragon can use its frightful
aware of it must succeed on a DC 20 Wisdom
presence ability. It then makes three attacks:
saving throw or become frightened for 1 minute.
once with its bite and twice with its claws.
A creature can repeat the saving throw at the end

22
Bite: Melee Weapon Attack: +14 to hit, reach 15 Senses: blindsight 10 ft., darkvision 60 ft.
ft., one target. Hit: 17 (2d10 +7) piercing passive perception 19
damage. Languages: Common, Draconic, and Primordial
Challenge: 13 (10,000 XP) Proficiency: +5
Claws: Melee Weapon Attack: +14 to hit, reach -----------------------------------------------------------
10 ft., one target. Hit: 13 (2d6 +7) slashing Change Shape. The dragon magically
damage. polymorphs into a humanoid or beast that has a
challenge rating no higher than its own, or back
Tail: Melee Weapon Attack: +14 to hit, reach 15 into its true form. It reverts to its true form if it
ft., one target. Hit: 15 (2d8 +7) bludgeoning dies. Any equipment it is wearing or carrying is
damage. absorbed or borne by the new form (the dragon's
choice). In a new form, the dragon retains its
Steam Breath (Recharge 5-6). The dragon alignment, hit points, Hit Dice, ability to speak,
exhales in a 90 foot cone. Each creature in that proficiencies, Legendary Resistance, lair actions,
line must make a DC 21 Dexterity saving throw, and Intelligence, Wisdom, and Charisma scores,
taking 60 (20d6) points of fire damage on a as well as this action. Its statistics and
failed save, or half as much damage on a capabilities are otherwise replaced by those of
successful one. the new form, except any class features or
legendary actions of that form.
LEGENDARY ACTIONS
Frightful Presence. Each creature of the dragon's
The dragon can take 3 legendary actions, choice that is within 120 feet of the dragon and
choosing from the options below. Only one aware of it must succeed on a DC 17 Wisdom
legendary action can be used at a time and only saving throw or become frightened for 1 minute.
at the end of another creatures turn. The dragon A creature can repeat the saving throw at the end
regains spent legendary actions at the start of its of each of its turns, ending the effect on itself on
turn. a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
Detect: The dragon can make a Wisdom immune to the dragon's Frightful Presence for
(Perception) check. the next 24 hours

Tail Attack: the dragon makes a tail attack. Innate Spellcasting: Once per day the dragon can
cast four spells of up to 4th level of its choice.
Wing Attack (cost 2 actions): the dragon beats its The dragons bonus to hit with these spells is + 9
wings and each creature within 10 feet of the and the DC to resist these spells is 17.
dragon must succeed on a DC 22 saving throw or
take 15 (2d6+9) points of bludgeoning damage Speak with Beasts. The dragon can communicate
and be knocked prone. The dragon can them fly with beasts as if they shared a common language.
up to its flying speed
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
Adult Qiulong strike a dragon using water fire will take 6 (2d6)
Huge dragon, chaotic neutral points of radiant damage, half that if a saving
----------------------------------------------------------- throw of the same DC as the dragons breath is
Armor Class: 18 (natural armor) made.
Hit Points: 184 (16d12+80) -----------------------------------------------------------
Speed: 40 ft, swim 70 ft., Fly 60 ft. ACTIONS
-----------------------------------------------------------
Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) Multiattack: the dragon can use its frightful
Wis 18 (+4) Cha 19 (+4) 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.

23
Bite: Melee Weapon Attack: +10 to hit, reach 10 into its true form. It reverts to its true form if it
ft., one target. Hit: 15 (2d10 +5) piercing dies. Any equipment it is wearing or carrying is
damage. absorbed or borne by the new form (the dragon's
choice). In a new form, the dragon retains its
Claws: Melee Weapon Attack: +10 to hit, reach alignment, hit points, Hit Dice, ability to speak,
5 ft., one target. Hit: 11 (2d6 +5) slashing proficiencies, Legendary Resistance, lair actions,
damage. and Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and
Tail: Melee Weapon Attack: +10 to hit, reach 15 capabilities are otherwise replaced by those of
ft., one target. Hit: 13 (2d8 +5) bludgeoning the new form, except any class features or
damage. legendary actions of that form.

Steam Breath (Recharge 5-6). The dragon Innate Spellcasting: Once per day the dragon can
exhales in a 60 foot cone. Each creature in that cast three spells of up to 2nd level of its choice.
line must make a DC 18 Dexterity saving throw, The bonus to hit with these spells is +6 and the
taking 36 (12d6) points of fire damage on a DC to resist them is 14.
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
LEGENDARY ACTIONS
Water Fire: the dragon becomes surrounded by
The dragon can take 3 legendary actions, an aura of blazing phosphorescent light. Water
choosing from the options below. Only one fire sheds bright light in a 30 foot radius and dim
legendary action can be used at a time and only light in an additional 30 feet. Those who touch or
at the end of another creatures turn. The dragon strike a dragon using water fire will take 3 (1d6)
regains spent legendary actions at the start of its points of radiant damage, half that if a saving
turn. throw of the same DC as the dragons breath is
made.
Detect: The dragon can make a Wisdom -----------------------------------------------------------
(Perception) check. ACTIONS

Tail Attack: the dragon makes a tail attack. Multiattack: the dragon makes three attacks:
once with its bite and twice with its claws.

Bite: Melee Weapon Attack: +6 to hit, reach 10


Young Qiulong ft., one target. Hit: 13 (2d10 +3) piercing
Large dragon, chaotic neutral damage.
-----------------------------------------------------------
Armor Class: 17 (natural armor) Claws: Melee Weapon Attack: +6 to hit, reach 5
Hit Points: 119 (14d10+42) ft., one target. Hit: 9 (2d6 +3) slashing damage.
Speed: 40 ft., swim 60 ft.
----------------------------------------------------------- Steam Breath (Recharge 5-6). The dragon
Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 16 (+3) exhales in a 30 foot cone. Each creature in that
Wis 16 (+3) Cha 17 (+3) line must make a DC 14 Dexterity saving throw,
----------------------------------------------------------- taking 18 (6d6) points of fire damage on a
Saving Throws: Dex +3 Con +6 Wis +6 Cha +6 failed save, or half as much damage on a
Skills: Perception +6, Stealth +3 successful one.
Damage immunities: fire.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 16
Languages: Common, Draconic, and Primordial Wyrmling Qiulong
Challenge: 7 (2,900 XP) Proficiency: +3 Medium dragon, chaotic neutral
----------------------------------------------------------- -----------------------------------------------------------
Change Shape. The dragon magically Armor Class: 15 (natural armor)
polymorphs into a humanoid or beast that has a Hit Points: 27 (5d8+5)
challenge rating no higher than its own, or back Speed: 40 ft, Swim 60 ft.

24
----------------------------------------------------------- Speak with Beasts. The dragon can communicate
Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2) with beasts as if they shared a common language.
Wis 15 (+2) Cha 14 (+2) -----------------------------------------------------------
----------------------------------------------------------- ACTIONS
Saving Throws: Dex +2 Con +3 Wis +4 Cha +4
Skills: Perception +6, Stealth +2 Bite: Melee Weapon Attack: +3 to hit, reach 5
Damage immunities: fire. ft., one target. Hit: 6 (1d10+1) piercing damage.
Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 16 Steam Breath (Recharge 5-6). The dragon
Languages: Common and Draconic exhales in a 15 foot cone. Each creature in that
Challenge: (100 XP) Proficiency: +2 line must make a DC 11 Dexterity saving throw,
----------------------------------------------------------- taking 6 (2d6) points of fire damage on a failed
Innate Spellcasting: Once per day the dragon can save, or half as much damage on a successful
cast two cantrips of its choice. The bonus to hit one.
with these spells is +4 and the DC to resist them
is 12.

25
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 SHENLONGS LAIR

A shenlongs 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 dragons 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 dragons 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 dragons next lair
action.

REGIONAL EFFECTS
The region containing a shenlongs lair is enchanted by the dragons 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.

26
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 Innate Spellcasting: Once per day the dragon can
Gargantuan dragon, lawful neutral cast five spells of up to 7th level of its choice.
----------------------------------------------------------- The bonus to hit with these spells is +15 and the
Armor Class: 21 (natural armor) DC to resist them is 20.
Hit Points: 402 (23d20+161)
Speed: 40 ft, Fly 80 ft. Legendary Resistance (3/day): if the dragon fails
----------------------------------------------------------- a saving throw, it can choose to succeed instead.
Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5)
Wis 20 (+5) Cha 21 (+5) 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 Water Fire: the dragon becomes surrounded by
Damage immunities: lightning. an aura of blazing phosphorescent light. Water
Senses: blindsight 10 ft., darkvision 60 ft. fire sheds bright light in a 30 foot radius and dim
passive perception 22 light in an additional 30 feet. Those who touch or
Languages: Common, Draconic, and Primordial strike a dragon using water fire will take 9 (3d6)
Challenge: 23 (50,000 XP) Proficiency: +7 points of radiant damage, half that if a saving
----------------------------------------------------------- throw of the same DC as the dragons breath is
Change Shape. The dragon magically made.
polymorphs into a humanoid or beast that has a -----------------------------------------------------------
challenge rating no higher than its own, or back ACTIONS
into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is Multiattack: the dragon can use its frightful
absorbed or borne by the new form (the dragon's presence ability. It then makes three attacks:
choice). In a new form, the dragon retains its once with its bite and twice with its claws.
alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, Bite: Melee Weapon Attack: +14 to hit, reach 15
and Intelligence, Wisdom, and Charisma scores, ft., one target. Hit: 17 (2d10 +7) piercing
as well as this action. Its statistics and damage.
capabilities are otherwise replaced by those of
the new form, except any class features or Claws: Melee Weapon Attack: +14 to hit, reach
legendary actions of that form. 10 ft., one target. Hit: 13 (2d6 +7) slashing
damage.
Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and Tail: Melee Weapon Attack: +14 to hit, reach 15
aware of it must succeed on a DC 20 Wisdom ft., one target. Hit: 15 (2d8 +7) bludgeoning
saving throw or become frightened for 1 minute. damage.
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on Lightning Breath. The dragon exhales lightning
a success. If a creature's saving throw is in a 120foot line that is 10 feet wide. Each
successful or the effect ends for it, the creature is creature in that line must make a DC 22
immune to the dragon's Frightful Presence for Dexterity saving throw, taking 60 (20d6)
the next 24 hours. lightning damage on a failed save, or half as
much damage on a successful one.
Fog Sight (Su) The dragons sight is not impeded
by clouds or fog, or by spells that create areas of LEGENDARY ACTIONS
fog.

27
The dragon can take 3 legendary actions, Frightful Presence. Each creature of the dragon's
choosing from the options below. Only one choice that is within 120 feet of the dragon and
legendary action can be used at a time and only aware of it must succeed on a DC 17 Wisdom
at the end of another creatures turn. The dragon saving throw or become frightened for 1 minute.
regains spent legendary actions at the start of its A creature can repeat the saving throw at the end
turn. of each of its turns, ending the effect on itself on
a success. If a creature's saving throw is
Detect: The dragon can make a Wisdom successful or the effect ends for it, the creature is
(Perception) check. immune to the dragon's Frightful Presence for
the next 24 hours.
Tail Attack: the dragon makes a tail attack.
Fog Sight (Su) The dragons sight is not impeded
Wing Attack (cost 2 actions): the dragon beats its by clouds or fog, or by spells that create areas of
wings and each creature within 10 feet of the fog.
dragon must succeed on a DC 22 saving throw or
take 13 (2d6+7) points of bludgeoning damage Innate Spellcasting: Once per day the dragon can
and be knocked prone. The dragon can them fly cast four spells of up to 4th level of its choice.
up to its flying speed 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 Water Fire: the dragon becomes surrounded by
----------------------------------------------------------- an aura of blazing phosphorescent light. Water
Armor Class: 19 (natural armor) fire sheds bright light in a 30 foot radius and dim
Hit Points: 195 (17d12+85) light in an additional 30 feet. Those who touch or
Speed: 40 ft, Fly 60 ft. strike a dragon using water fire will take 6 (2d6)
----------------------------------------------------------- points of radiant damage, half that if a saving
Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) throw of the same DC as the dragons breath is
Wis 18 (+4) Cha 19 (+4) made.
----------------------------------------------------------- -----------------------------------------------------------
Saving Throws: Dex +5 Con +10 Wis +9 Cha +9 ACTIONS
Skills: Perception +9, Stealth +5
Damage immunities: lightning. Multiattack: the dragon can use its frightful
Senses: blindsight 10 ft., darkvision 60 ft. presence ability. It then makes three attacks:
passive perception 19 once with its bite and twice with its claws.
Languages: Common, Draconic, and Primordial
Challenge: 14 (11,500 XP) Proficiency: +5 Bite: Melee Weapon Attack: +10 to hit, reach 10
----------------------------------------------------------- ft., one target. Hit: 15 (2d10 +5) piercing
Change Shape: The dragon magically damage.
polymorphs into a humanoid or beast that has a
challenge rating no higher than its own, or back Claws: Melee Weapon Attack: +10 to hit, reach
into its true form. It reverts to its true form if it 5 ft., one target. Hit: 11 (2d6 +5) slashing
dies. Any equipment it is wearing or carrying is damage.
absorbed or borne by the new form (the dragon's
choice). In a new form, the dragon retains its Tail: Melee Weapon Attack: +10 to hit, reach 15
alignment, hit points, Hit Dice, ability to speak, ft., one target. Hit: 13 (2d8 +5) bludgeoning
proficiencies, Legendary Resistance, lair actions, damage.
and Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and Lightning Breath (Recharge 5-6). The dragon
capabilities are otherwise replaced by those of exhales in a 90 foot line that is 5 feet wide. Each
the new form, except any class features or creature in that line must make a DC 18
legendary actions of that form. Dexterity saving throw, taking 36 (12d6) points
of lightning damage on a failed save, or half as
much damage on a successful one.

28
The bonus to hit with these spells is +6 and the
LEGENDARY ACTIONS DC to resist them is 14.

The dragon can take 3 legendary actions, Speak with Beasts. The dragon can communicate
choosing from the options below. Only one with beasts as if they shared a common language
legendary action can be used at a time and only
at the end of another creatures turn. The dragon Water Fire: the dragon becomes surrounded by
regains spent legendary actions at the start of its an aura of blazing phosphorescent light. Water
turn. fire sheds bright light in a 30 foot radius and dim
light in an additional 30 feet. Those who touch or
Detect: The dragon can make a Wisdom strike a dragon using water fire will take 3 (1d6)
(Perception) check. points of radiant damage, half that if a saving
throw of the same DC as the dragons breath is
Tail Attack: the dragon makes a tail attack. made.
-----------------------------------------------------------
ACTIONS

Young Shenlong Multiattack: the dragon can make three attacks:


Large dragon, lawful neutral once with its bite and twice with its claws.
-----------------------------------------------------------
Armor Class: 15 (natural armor) Bite: Melee Weapon Attack: +6 to hit, reach 10
Hit Points: 127 (15d10+45) ft., one target. Hit: 13 (2d10 +3) piercing
Speed: 40 ft., swim 30 ft. damage.
-----------------------------------------------------------
Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 16 (+3) Claws: Melee Weapon Attack: +6 to hit, reach 5
Wis 16 (+3) Cha 17 (+3) ft., one target. Hit: 9 (2d6 +3) slashing damage.
-----------------------------------------------------------
Saving Throws: Dex +3 Con +6 Wis +6 Cha +6 Lightning Breath (Recharge 5-6). The dragon
Skills: Perception +6, Stealth +3 exhales in a 60 foot long line that is 5 feet wide.
Damage immunities: fire. Each creature in that line must make a DC 14
Senses: blindsight 10 ft., darkvision 60 ft. Dexterity saving throw, taking 18 (6d6) points
passive perception 16 of lightning damage on a failed save, or half as
Languages: Common, Draconic, and Primordial much damage on a successful one.
Challenge: 7 (2,900 XP) Proficiency: +3
-----------------------------------------------------------
Change Shape: The dragon magically
polymorphs into a humanoid or beast that has a Wyrmling Shenlong
challenge rating no higher than its own, or back Medium dragon, lawful neutral
into its true form. It reverts to its true form if it -----------------------------------------------------------
dies. Any equipment it is wearing or carrying is Armor Class: 16 (natural armor)
absorbed or borne by the new form (the dragon's Hit Points: 33 (6d8+6)
choice). In a new form, the dragon retains its Speed: 40 ft, Swim 60 ft.
alignment, hit points, Hit Dice, ability to speak, -----------------------------------------------------------
proficiencies, Legendary Resistance, lair actions, Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2)
and Intelligence, Wisdom, and Charisma scores, Wis 15 (+2) Cha 14 (+2)
as well as this action. Its statistics and -----------------------------------------------------------
capabilities are otherwise replaced by those of Saving Throws: Dex +2 Con +3 Wis +4 Cha +4
the new form, except any class features or Skills: Perception +4, Stealth +2
legendary actions of that form. Damage immunities: lightning.
Senses: blindsight 10 ft., darkvision 60 ft.
Fog Sight (Su) The dragons sight is not impeded passive perception 14
by clouds or fog, or by spells that create areas of Languages: Common and Draconic
fog. Challenge: 1 (200 XP) Proficiency: +2
-----------------------------------------------------------
Innate Spellcasting: Once per day the dragon can Innate Spellcasting: Once per day the dragon can
cast three spells of up to 2nd level of its choice. cast two cantrips of its choice. The bonus to hit

29
with these spells is +4 and the DC to resist them
is 12. Lightning Breath (Recharge 5-6). The dragon
exhales in a 40 foot line. Each creature in that
Speak with Beasts. The dragon can communicate line must make a DC 12 Dexterity saving throw,
with beasts as if they shared a common language. taking 6 (2d6) points of lightning damage on a
----------------------------------------------------------- failed save, or half as much damage on a
ACTIONS successful one.

Bite: Melee Weapon Attack: +3 to hit, reach 5


ft., one target. Hit: 6 (1d10+1) piercing damage.

30
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 TIANLONGS LAIR

A tianongs 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 dragons spells, spell-like
abilities, breath, and fear aura. This aura lasts until the next initiative count of 20.

REGIONAL EFFECTS
The region containing a tianlongs lair is enchanted by the dragons 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.

31
If the dragon dies all these effects immediately fade.

The bonus to hit with these spells is +13 and the


Ancient Tianlong DC to resist them is 21.
Gargantuan dragon, neutral
-----------------------------------------------------------
Armor Class: 22 (natural armor) Legendary Resistance (3/day): if the dragon fails
Hit Points: 462 (25d20+200) a saving throw, it can choose to succeed instead.
Speed: 40 ft, swim 80 ft., Fly 80 ft.
----------------------------------------------------------- Speak with Beasts. The dragon can communicate
Str 29 (+9) Dex 11 (+0) Con 27 (+8) Int 21 (+5) with beasts as if they shared a common language.
Wis 20 (+5) Cha 21 (+5)
----------------------------------------------------------- Water Fire: the dragon becomes surrounded by
Saving Throws: Dex +8 Con +16 Wis +13 Cha +13 an aura of blazing phosphorescent light. Water
Skills: Perception +13, Stealth +8 fire sheds bright light in a 30 foot radius and dim
Damage immunities: radiant, thunder. light in an additional 30 feet. Those who touch or
Senses: blindsight 10 ft., darkvision 60 ft. strike a dragon using water fire will take 9 (3d6)
passive perception 23 points of radiant damage, half that if a saving
Languages: Common, Draconic, and Celestial throw of the same DC as the dragons breath is
Challenge: 25 (75,000 XP) Proficiency: +8 made.
----------------------------------------------------------- -----------------------------------------------------------
Celestial Smite: Once per day a celestial dragon ACTIONS
can make a normal melee attack to deal 26 points
of radiant or necrotic damage (Dragons choice) Multiattack: the dragon can use its frightful
in addition to normal damage. presence ability. It then makes three attacks:
once with its bite and twice with its claws.
Change Shape. The dragon magically
polymorphs into a humanoid or beast that has a Bite: Melee Weapon Attack: +17 to hit, reach 15
challenge rating no higher than its own, or back ft., one target. Hit: 19 (2d10 +9) piercing
into its true form. It reverts to its true form if it damage.
dies. Any equipment it is wearing or carrying is
absorbed or borne by the new form (the dragon's Claws: Melee Weapon Attack: +17 to hit, reach
choice). In a new form, the dragon retains its 10 ft., one target. Hit: 15 (2d6 +9) slashing
alignment, hit points, Hit Dice, ability to speak, damage.
proficiencies, Legendary Resistance, lair actions,
and Intelligence, Wisdom, and Charisma scores, Tail: Melee Weapon Attack: +17 to hit, reach 15
as well as this action. Its statistics and ft., one target. Hit: 17 (2d8 +9) bludgeoning
capabilities are otherwise replaced by those of damage.
the new form, except any class features or
legendary actions of that form. Celestial Breath (Recharge 5-6). The dragon
exhales in a 90 foot cone. Each creature in that
Frightful Presence. Each creature of the dragon's line must make a DC 24 Dexterity saving throw,
choice that is within 120 feet of the dragon and taking 40 (10d8) points of radiant damage and
aware of it must succeed on a DC 21 Wisdom an additional 30 (10d6) points of thunder
saving throw or become frightened for 1 minute. damage on a failed save, or half as much damage
A creature can repeat the saving throw at the end on a successful one.
of each of its turns, ending the effect on itself on
a success. If a creature's saving throw is LEGENDARY ACTIONS
successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for The dragon can take 3 legendary actions,
the next 24 hours choosing from the options below. Only one
legendary action can be used at a time and only
Innate Spellcasting: Once per day the dragon can at the end of another creatures turn. The dragon
cast five spells of up to 8th level of its choice. regains spent legendary actions at the start of its
turn.

32
aware of it must succeed on a DC 19 Wisdom
Detect: The dragon can make a Wisdom saving throw or become frightened for 1 minute.
(Perception) check. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on
Tail Attack: the dragon makes a tail attack. a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
Wing Attack (cost 2 actions): the dragon beats its immune to the dragon's Frightful Presence for
wings and each creature within 10 feet of the the next 24 hours
dragon must succeed on a DC 25 saving throw or
take 15 (2d6+9) points of bludgeoning damage Innate Spellcasting: Once per day the dragon can
and be knocked prone. The dragon can them fly cast four spells of up to 5th level of its choice.
up to its flying speed The dragons 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 Water Fire: the dragon becomes surrounded by
----------------------------------------------------------- an aura of blazing phosphorescent light. Water
Armor Class: 20 (natural armor) fire sheds bright light in a 30 foot radius and dim
Hit Points: 237 (19d12+114) light in an additional 30 feet. Those who touch or
Speed: 40 ft, swim 70 ft., Fly 60 ft. strike a dragon using water fire will take 6 (2d6)
----------------------------------------------------------- points of radiant damage, half that if a saving
Str 25 (+7) Dex 11 (+0) Con 23 (+6) Int 19 (+4) throw of the same DC as the dragons breath is
Wis 18 (+4) Cha 19 (+4) made.
----------------------------------------------------------- -----------------------------------------------------------
Saving Throws: Dex +6 Con +12 Wis +10 Cha +10 ACTIONS
Skills: Perception +10, Stealth +6
Damage immunities: radiant and thunder. Multiattack: the drake can use its frightful
Senses: blindsight 10 ft., darkvision 60 ft. presence ability. It then makes three attacks:
passive perception 20 once with its bite and twice with its claws.
Languages: Common, Draconic, and Celestial
Challenge: 17 (18,000 XP) Proficiency: +6 Bite: Melee Weapon Attack: +13 to hit, reach 10
----------------------------------------------------------- ft., one target. Hit: 17 (2d10 +7) piercing
Change Shape: The dragon magically damage.
polymorphs into a humanoid or beast that has a
challenge rating no higher than its own, or back Claws: Melee Weapon Attack: +13 to hit, reach
into its true form. It reverts to its true form if it 5 ft., one target. Hit: 13 (2d6 +7) slashing
dies. Any equipment it is wearing or carrying is damage.
absorbed or borne by the new form (the dragon's
choice). In a new form, the dragon retains its Tail: Melee Weapon Attack: +13 to hit, reach 15
alignment, hit points, Hit Dice, ability to speak, ft., one target. Hit: 15 (2d8 +7) bludgeoning
proficiencies, Legendary Resistance, lair actions, damage.
and Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and Celestial Breath (Recharge 5-6). The dragon
capabilities are otherwise replaced by those of exhales in a 60 foot cone. Each creature in that
the new form, except any class features or line must make a DC 20 Dexterity saving throw,
legendary actions of that form. taking 24 (6d8) points of radiant damage and an
additional 18 (6d6) points of thunder damage on
Celestial Smite: Once per day a celestial dragon a failed save, or half as much damage on a
can make a normal melee attack to deal 18 points successful one.
of radiant or necrotic damage (Dragons choice)
in addition to normal damage. LEGENDARY ACTIONS

Frightful Presence. Each creature of the dragon's The dragon can take 3 legendary actions,
choice that is within 120 feet of the dragon and choosing from the options below. Only one

33
legendary action can be used at a time and only Speak with Beasts. The dragon can communicate
at the end of another creatures turn. The dragon with beasts as if they shared a common language
regains spent legendary actions at the start of its
turn. Water Fire: the dragon becomes surrounded by
an aura of blazing phosphorescent light. Water
Detect: The dragon can make a Wisdom fire sheds bright light in a 30 foot radius and dim
(Perception) check. light in an additional 30 feet. Those who touch or
strike a dragon using water fire will take 3 (1d6)
Tail Attack: the dragon makes a tail attack. points of radiant damage, half that if a saving
throw of the same DC as the dragons breath is
made.
-----------------------------------------------------------
Young Tianlong ACTIONS
Large dragon, neutral
----------------------------------------------------------- Multiattack: the dragon can use its frightful
Armor Class: 19 (natural armor) presence ability. It then makes three attacks:
Hit Points: 161 (17d10+68) once with its bite and twice with its claws.
Speed: 40 ft., swim 60 ft.
----------------------------------------------------------- Bite: Melee Weapon Attack: +9 to hit, reach 10
Str 21 (+5) Dex 11 (+0) Con 19 (+4) Int 17 (+3) ft., one target. Hit: 15 (2d10 +5) piercing
Wis 16 (+3) Cha 17 (+3) damage.
-----------------------------------------------------------
Saving Throws: Dex +4 Con +8 Wis +7 Cha +7 Claws: Melee Weapon Attack: +9 to hit, reach 5
Skills: Perception +7, Stealth +4 ft., one target. Hit: 11 (2d6 +5) slashing damage.
Damage immunities: radiant and thunder.
Senses: blindsight 10 ft., darkvision 60 ft. Celestial Breath (Recharge 5-6). The dragon
passive perception 17 exhales in a 30 foot cone. Each creature in that
Languages: Common, Draconic, and Celestial line must make a DC 16 Dexterity saving throw,
Challenge: 10 (5,900 XP) Proficiency: +4 taking 12 (3d8) points of radiant damage and an
----------------------------------------------------------- additional 9 (3d6) points of thunder damage on a
Change Shape: The dragon magically failed save, or half as much damage on a
polymorphs into a humanoid or beast that has a successful one
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 Wyrmling Tianlong
choice). In a new form, the dragon retains its Medium dragon, neutral
alignment, hit points, Hit Dice, ability to speak, -----------------------------------------------------------
proficiencies, Legendary Resistance, lair actions, Armor Class: 17 (natural armor)
and Intelligence, Wisdom, and Charisma scores, Hit Points: 52 (8d8+16)
as well as this action. Its statistics and Speed: 40 ft, Swim 60 ft.
capabilities are otherwise replaced by those of -----------------------------------------------------------
the new form, except any class features or Str 17 (+3) Dex 11 (+0) Con 15 (+2) Int 14 (+2)
legendary actions of that form. Wis 15 (+2) Cha 14 (+2)
-----------------------------------------------------------
Celestial Smite: Once per day a celestial dragon Saving Throws: Dex +2 Con +4 Wis +4 Cha +4
can make a normal melee attack to deal 12 points Skills: Perception +4, Stealth +2
of radiant or necrotic damage (Dragons choice) Damage immunities: radiant and thunder.
in addition to normal damage Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 14
Innate Spellcasting: Once per day the dragon can Languages: Common and Draconic
cast three spells of up to 3rd level of its choice. Challenge: 3 (700 XP) Proficiency: +2
The bonus to hit with these spells is +7 and the -----------------------------------------------------------
DC to resist them is 15. Celestial Smite: Once per day a celestial dragon
can make a normal melee attack to deal 8 points

34
of radiant or necrotic damage (Dragons choice) Bite: Melee Weapon Attack: +5 to hit, reach 5
in addition to normal damage ft., one target. Hit: 8 (1d10+3) piercing damage.
Innate Spellcasting: Once per day the dragon can Celestial Breath (Recharge 5-6). The dragon
cast two spells of up to 1st level of its choice. The exhales in a 15 foot cone. Each creature in that
bonus to hit with these spells is +4 and the DC to line must make a DC 20 Dexterity saving throw,
resist them is 12. taking 4 (1d8) points of radiant damage and an
additional 3 (1d6) points of thunder damage on a
Speak with Beasts. The dragon can communicate failed save, or half as much damage on a
with beasts as if they shared a common language. successful one.
-----------------------------------------------------------
ACTIONS

35
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 Damage Type Breath Weapon
Dilong Thunder 15 ft. cone (Con. Save)
Feilong Necrotic 15 ft. cone (Con. Save)
Fucanglong Fire 15 ft. cone (Dex. Save)
Qiulong Fire 5 by 30 ft. line (Dex. Save)
Shenlong Lightning 5 by 30 ft line (Dex save)
Tianlong Radiant 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 Damage Type
Dilong Thunder
Feilong Necrotic
Fucanglong Fire
Qiulong Fire
Shenlong Lightning
Tianlong Radiant

Dragons by CR

36
CR Dragon
Wyrmling Fucanglong & Wyrmling Qiulong
1 Wyrmling Dilong, Wyrmling Feilong, & Wyrmling Shenlong
3 Wyrmling Tianlong
6 Young Fucanglong
7 Young Qiulong & Young Shenlong
8 Young Feilong
9 Young Dilong
10 Young Tianlong
12 Adult Fucanglong
13 Adult Feilong & Adult Qiulong
14 Adult Shenlong
15 Adult Dilong
17 Adult Tianlong
22 Ancient Feilong & Ancient Qiulong
23 Ancient Dilong, Ancient Fucanglong, & Ancient Shenlong
25 Ancient Tianlong

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