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Lung SubtypeMythic RoleRPG TreatmentReason
Tianlong (Celestial Dragon)Guardian of the heavensIconic FormA divine sky dragon doesn’t appear in “juvenile” form—always legendary.
Shenlong (Spiritual Dragon)Weather and rain controllerAge CategoriesCan scale from local rain spirit to continent-spanning storm deity.
Dilong (Earth Dragon)Master of rivers and underground waterAge CategoriesFits growth from small stream guardian to tectonic-scale power.
Fuzanglong (Treasure Guardian)Protector of hidden wealthAge CategoriesMakes sense for them to start as minor hoarders and grow to vault-lords.
Yinglong (Winged Dragon)Heroic, flood-controlling deityIconic FormHistorically singular figure—more “named god” than species.
Panlong (Coiled Dragon)Latent, water-dwelling dragonAge CategoriesCould be a young, incomplete dragon growing toward ascension.
Jiaolong (Horned/Flood Dragon)Fierce, flood-bringing dragonAge CategoriesCan range from nuisance-level to catastrophic threat.
Huanglong (Yellow Dragon)Cosmic balance, imperial omenIconic FormUnique herald of world-changing events, not a species.

3. Dilong (地龙) – Earth Dragons, Earthbound Wyrms

  • Role: Govern rivers, streams, and terrestrial waters.
  • Domain: Underground and waterways.
  • Symbolism: Fertility, stability, hidden power.
  • Notes: Sometimes contrasted with Tianlong, as Earth vs. Heaven.

Dilongs are slender, serpentine dragons averaging 12 feet in length, cloaked in mottled earthen scales that shimmer with faint mineral veins. Their broad, flat heads are crowned with short, jagged horns resembling fractured stone, and their eyes glow with an amber, molten intensity. Muscular limbs end in clawed feet adapted for digging, while their long, whip-like tails stir dust and debris with every movement, giving them an aura of quiet menace and ancient power.

Behaviour:
Primarily nocturnal and elusive, Dilongs favor stealth and patience. They rarely confront foes directly, instead relying on ambush and subterfuge. Though solitary and territorial, they demonstrate intelligence and curiosity, occasionally observing intruders with wary, calculating interest before deciding to engage or withdraw.

Habitat:
Dilongs dwell deep within cavernous subterranean networks and dense, ancient forests with rich mineral soil. They carve extensive lairs beneath hills or beneath the roots of towering trees, often near underground rivers or hot springs, areas where the earth’s latent energies run strongest. Their territories span several miles, marked by subtle tremors and disturbed earth.

Modus Operandi:
Using their natural camouflage, Dilongs tunnel silently through soil and stone, emerging without warning to ambush prey or intruders. They attack swiftly with powerful claws and bites infused with a mild earth-based venom that saps strength and dulls senses. When threatened, they can manipulate the earth to create barriers or quicksand traps, using terrain to their advantage in both offense and defense.

Motivation:
Driven by a primal instinct to protect their domains and harness the earth’s hidden energies, Dilongs seek to preserve balance beneath the surface. They avoid unnecessary conflict but will fiercely defend their territories and lairs against those who exploit or despoil the land, embodying the untamed spirit of the earth itself.


  • Dilong Wyrmling
  • Dilong Young Adult
  • Dilong Adult
  • Ancient Dilong

Dilong Wyrmling
Small dragon, neutral


Armor Class: 15 (natural armor)
Hit Points: 45 (6d6 + 24)
Speed: 30 ft., burrow 20 ft., climb 20 ft.


STRDEXCONINTWISCHA
14 (+2)16 (+3)18 (+4)10 (+0)12 (+1)11 (+0)

Saving Throws: Dex +5, Con +6
Skills: Stealth +7, Perception +3, Survival +3
Damage Resistances: Piercing and slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Tremorsense 30 ft., passive Perception 13
Languages: Draconic
Challenge: 3 (700 XP)


Traits

Earth Camouflage. The Dilong Wyrmling has advantage on Dexterity (Stealth) checks made to hide in rocky or earthen terrain.

Tremorsense. The wyrmling can sense vibrations in the ground within 30 feet, allowing it to detect creatures and objects moving or touching the ground without relying on sight.

Mild Earth Venom. When the Dilong Wyrmling hits a creature with its bite, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target has disadvantage on Strength checks and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


Actions

Multiattack. The Dilong Wyrmling makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) poison damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.


Legendary Actions

The Dilong Wyrmling can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dilong regains spent legendary actions at the start of its turn.

Earth Shroud (Costs 1 Action). The wyrmling melts into the earth’s surface, becoming invisible until the start of its next turn or until it moves.


Spellcasting

The Dilong Wyrmling is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:

  • Cantrips (at will): Mold Earth, Minor Illusion
  • 1st level (3 slots): Entangle, Fog Cloud
  • 2nd level (2 slots): Spike Growth

Tactics

Preferring stealth and surprise, the Dilong Wyrmling uses its earth camouflage and tremorsense to stalk prey silently beneath the soil or leaf litter. It strikes quickly with venomous bites and sharp claws before retreating into cover, using Entangle and Spike Growth spells to slow pursuers and control the battlefield. When threatened, it vanishes beneath the ground with its Earth Shroud legendary action, forcing enemies to guess its next move in a deadly game of cat and mouse.

Dilong Young Adult
Medium dragon, neutral


Armor Class: 18 (natural armor)
Hit Points: 135 (18d8 + 54)
Speed: 40 ft., burrow 30 ft., climb 30 ft.


STRDEXCONINTWISCHA
18 (+4)18 (+4)16 (+3)12 (+1)14 (+2)14 (+2)

Saving Throws: Dex +8, Con +7, Wis +6, Cha +6
Skills: Stealth +9, Perception +8, Survival +7
Damage Resistances: Piercing and slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Tremorsense 60 ft., passive Perception 18
Languages: Draconic, Terran
Challenge: 8 (3,900 XP)


Traits

Earth Camouflage. The Dilong has advantage on Dexterity (Stealth) checks made to hide in rocky, earthen, or forested terrain.

Tremorsense. The dragon senses vibrations in the ground within 60 feet, allowing it to detect creatures and objects moving or touching the ground without relying on sight.

Mild Earth Venom. When the Dilong hits a creature with its bite, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target has disadvantage on Strength checks and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Innate Spellcasting. The Dilong’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:

  • At will: Mold Earth
  • 3/day each: Entangle (1st level), Fog Cloud (1st level), Spike Growth (2nd level)
  • 1/day each: Erupting Earth (3rd level), Pass Without Trace (2nd level)

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4) slashing damage.

Earth Tremor (Recharge 5–6). The Dilong stomps the ground, causing a localized tremor in a 15-foot radius centered on itself. Each creature on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 18 (4d8) bludgeoning damage. A successful save halves the damage and prevents being knocked prone.


Legendary Actions

The Dilong can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dilong regains spent legendary actions at the start of its turn.

  • Earth Shroud (Costs 1 Action). The Dilong melds with the earth, becoming invisible until the start of its next turn or until it moves.
  • Quake Swipe (Costs 2 Actions). The Dilong makes one claw attack. If the attack hits, the ground trembles violently, and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone.

Lair Actions

On initiative count 20 (losing initiative ties), the Dilong can take a lair action to invoke one of the following effects. The Dilong can’t use the same effect two rounds in a row:

  • Shifting Earth. The ground within 30 feet of the Dilong trembles and shifts. Each creature standing on the ground in this area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Earthen Grasp. Jagged roots and stones burst from the earth in a 20-foot radius centered on a point the Dilong can see within 60 feet. Each creature in the area must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.
  • Dust Veil. A swirling cloud of dust and dirt fills a 20-foot-radius sphere centered on a point the Dilong chooses within 60 feet. The area is heavily obscured until the start of the next round.

Tactics

A cunning ambush predator, the Dilong Young Adult uses its Tremorsense and Earth Camouflage to stalk prey from beneath soil or leaf litter, striking with venomous bites and slashing claws before slipping away into the earth. It manipulates the battlefield with Entangle, Spike Growth, and Fog Cloud to control enemy movement and obscure vision. The Dilong capitalizes on its Earth Tremor to knock foes prone, then exploits their vulnerability with powerful melee strikes. Its legendary and lair actions allow it to vanish, disrupt enemy footing, and summon earthen hazards, maintaining pressure and unpredictability in combat.


Dilong Adult
Large dragon, neutral


Armor Class: 19 (natural armor)
Hit Points: 225 (18d10 + 108)
Speed: 40 ft., burrow 40 ft., climb 40 ft., swim 30 ft.


STRDEXCONINTWISCHA
22 (+6)18 (+4)22 (+6)14 (+2)16 (+3)16 (+3)

Saving Throws: Dex +9, Con +11, Wis +8, Cha +8
Skills: Stealth +10, Perception +13, Survival +10, Athletics +11
Damage Resistances: Piercing and slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Tremorsense 90 ft., Blindsight 30 ft., passive Perception 23
Languages: Draconic, Terran, Undercommon
Challenge: 15 (13,000 XP)


Traits

Earth Camouflage. The Dilong has advantage on Dexterity (Stealth) checks to hide in rocky, earthen, forested, or subterranean terrain.

Tremorsense. The dragon senses vibrations in the ground within 90 feet, enabling it to detect creatures and objects moving or touching the ground without relying on sight.

Mighty Earth Venom. When the Dilong hits a creature with its bite, the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, the target has disadvantage on Strength and Dexterity checks and saving throws, and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Innate Spellcasting. The Dilong’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells without material components:

  • At will: Mold Earth (1 action), Thaumaturgy (1 action)
  • 4/day each: Entangle (1st level, 1 action), Fog Cloud (1st level, 1 action), Spike Growth (2nd level, 1 action), Pass Without Trace (2nd level, 1 action)
  • 2/day each: Erupting Earth (3rd level, 1 action), Stone Shape (4th level, 1 action)

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 6) piercing damage plus 14 (4d6) poison damage.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 17 (2d8 + 6) slashing damage.

Tail Sweep. Melee Weapon Attack: +11 to hit, reach 15 ft., all creatures in a 15-foot arc.
Hit: 18 (2d10 + 6) bludgeoning damage, and targets must succeed on a DC 18 Strength saving throw or be knocked prone.

Earth Tremor (Recharge 5–6). The Dilong stomps the ground, triggering a tremor in a 20-foot radius centered on itself. Each creature on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone and take 27 (6d8) bludgeoning damage. A successful save halves damage and prevents being knocked prone.


Legendary Actions

The Dilong can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Dilong regains spent legendary actions at the start of its turn.

  • Earth Shroud (Costs 1 Action). The Dilong melds into the earth, becoming invisible until the start of its next turn or until it moves.
  • Quake Swipe (Costs 2 Actions). The Dilong makes one claw attack. If it hits, the ground trembles violently, forcing the target to succeed on a DC 18 Strength saving throw or be pushed 15 feet away and knocked prone.
  • Burrowing Ambush (Costs 3 Actions). The Dilong burrows underground and reappears at a point within 60 feet, dealing 22 (5d8) bludgeoning damage and knocking prone all creatures in a 10-foot radius who fail a DC 18 Dexterity saving throw.

Lair Actions

On initiative count 20 (losing initiative ties), the Dilong can invoke one of the following lair actions. The same action can’t be used two rounds in a row:

  • Shifting Earth. The ground within 40 feet shifts violently. Each creature standing on the ground must succeed on a DC 18 Dexterity saving throw or be knocked prone.
  • Earthen Grasp. Jagged rocks and roots erupt in a 30-foot radius centered on a point the Dilong chooses within 60 feet. Creatures in the area must succeed on a DC 18 Strength saving throw or be restrained until the end of their next turn.
  • Dust Veil. A cloud of dust and dirt billows in a 30-foot-radius sphere centered on a point within 60 feet. The area is heavily obscured until the start of the next round.

Regional Effects

The region surrounding a Dilong’s lair bears the mark of its presence, persisting as long as the dragon remains nearby. Within 6 miles of its lair:

  • Trembling Ground. Minor tremors intermittently shake the earth, turning rocky or earthen terrain into difficult terrain.
  • Burrowing Wildlife. Underground creatures such as badgers, giant centipedes, and ankhegs become unusually common and aggressive.
  • Earthbound Magic. Spells that manipulate earth or stone have their range doubled and duration doubled.

Tactics

A relentless ambush predator, the Dilong uses Tremorsense and Earth Camouflage to stalk prey from beneath soil or stone. It opens combat with venomous bites and slashing claws, controlling the battlefield with spells like Entangle and Spike Growth. The dragon uses Earth Tremor and Tail Sweep to knock foes prone, maximizing melee damage. Legendary actions provide escape, repositioning, and powerful follow-up strikes. Within its lair, it commands the terrain with lair actions to hinder foes and maintain the advantage.

Ancient Dilong
Huge dragon, neutral


Armor Class: 22 (natural armor)
Hit Points: 405 (30d12 + 210)
Speed: 40 ft., burrow 50 ft., climb 50 ft., swim 40 ft.


STRDEXCONINTWISCHA
26 (+8)20 (+5)25 (+7)18 (+4)18 (+4)20 (+5)

Saving Throws: Dex +11, Con +14, Wis +11, Cha +12
Skills: Stealth +14, Perception +17, Survival +14, Athletics +15
Damage Resistances: Nonmagical piercing and slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120 ft., Tremorsense 120 ft., Blindsight 60 ft., passive Perception 27
Languages: Draconic, Terran, Undercommon, Primordial
Challenge: 22 (41,000 XP)


Traits

Earth Camouflage. The Ancient Dilong has advantage on Dexterity (Stealth) checks to hide in rocky, earthen, forested, or subterranean terrain.

Tremorsense. The dragon senses vibrations in the ground within 120 feet, enabling it to detect creatures and objects moving or touching the ground without relying on sight.

Mighty Earth Venom. When the Ancient Dilong hits a creature with its bite, the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target suffers disadvantage on Strength and Dexterity checks and saving throws and takes 14 (4d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Resistance (3/Day). If the Ancient Dilong fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Ancient Dilong’s innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells without material components, each with a casting time of 1 action:

  • At will: Mold Earth, Thaumaturgy
  • 4/day each: Entangle, Fog Cloud, Spike Growth, Pass Without Trace
  • 3/day each: Erupting Earth, Stone Shape, Wall of Stone
  • 1/day: Earthquake

Actions

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

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 30 (4d10 + 8) piercing damage plus 21 (6d6) poison damage.

Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 23 (3d8 + 8) slashing damage.

Tail Sweep. Melee Weapon Attack: +15 to hit, reach 20 ft., all creatures in a 20-foot cone.
Hit: 26 (3d10 + 8) bludgeoning damage, and targets must succeed on a DC 20 Strength saving throw or be knocked prone.

Earth Tremor (Recharge 5–6). The Ancient Dilong stomps the ground, creating a massive tremor in a 30-foot radius centered on itself. Each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone and take 45 (10d8) bludgeoning damage. A successful save halves damage and prevents being knocked prone.


Legendary Actions

The Ancient Dilong can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Ancient Dilong regains spent legendary actions at the start of its turn.

  • Earth Shroud (Costs 1 Action). The dragon melds into the earth, becoming invisible until the start of its next turn or until it moves.
  • Quaking Swipe (Costs 2 Actions). The Ancient Dilong makes one claw attack. If it hits, the ground trembles violently, forcing the target to succeed on a DC 20 Strength saving throw or be pushed 20 feet away and knocked prone.
  • Burrowing Ambush (Costs 3 Actions). The Ancient Dilong burrows underground and reappears at a point within 90 feet, dealing 33 (6d8 + 8) bludgeoning damage and knocking prone all creatures in a 15-foot radius who fail a DC 20 Dexterity saving throw.
  • Venomous Roar (Costs 4 Actions). The dragon releases a terrifying roar infused with poisonous magic. Each creature within 60 feet that can hear it must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute and frightened for 1 round.

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Dilong can take a lair action to invoke one of the following effects. The same effect can’t be used two rounds in a row:

  • Shifting Earth. The ground within 60 feet violently shifts. Each creature standing on the ground must succeed on a DC 20 Dexterity saving throw or be knocked prone.
  • Earthen Grasp. Jagged rocks and roots erupt in a 40-foot radius centered on a point the dragon chooses within 90 feet. Creatures in the area must succeed on a DC 20 Strength saving throw or be restrained until the end of their next turn.
  • Dust Veil. A cloud of dust and dirt billows in a 40-foot-radius sphere centered on a point within 90 feet. The area is heavily obscured until the start of the next round.
  • Stone Barricade. The Ancient Dilong causes stone slabs to rise and form a barricade on a 30-foot line within 90 feet, granting half cover to creatures behind it until the start of the next round.

Regional Effects

The presence of an Ancient Dilong warps the surrounding region in a 12-mile radius, causing:

  • Quaking Terrain. The earth trembles intermittently, causing difficult terrain in rocky or earthen areas and occasionally triggering minor cave-ins or landslides.
  • Aggressive Burrowers. Underground creatures such as ankhegs, xorn, and badgers are unusually numerous and hostile.
  • Fortified Earth. Earth and stone magic cast within this region have their range and duration doubled, and nonmagical stone surfaces become more resistant to damage.

Tactics

The Ancient Dilong stalks prey patiently, using Tremorsense and Earth Camouflage to remain hidden until it strikes. It initiates combat with venomous bites and earth-shaping magic to control the battlefield. The dragon uses Earth Tremor and Tail Sweep to disrupt foes, knocking them prone for devastating follow-up attacks. Legendary actions allow it to vanish, reposition, and unleash powerful area effects. In its lair, it reshapes terrain with lair actions to maintain control and exploit every advantage.

4. Fuzanglong (伏藏龙) – Treasure Guardians

  • Role: Keepers of buried riches, magical items, and sometimes sacred scriptures.
  • Domain: Underground hoards.
  • Symbolism: Wealth, secrecy, guardianship.
  • Notes: Said to emerge only during important cosmic events.

5. Yinglong (应龙) – Winged Dragons

  • Role: Rain deity; helped legendary heroes control floods.
  • Domain: Waters and weather, but also warfare.
  • Symbolism: Justice, heroism, flood control.
  • Notes: Rare in art—wings are unusual for Chinese dragons.

6. Panlong (蟠龙) – Coiled Dragons

  • Role: Incomplete dragons that dwell in water and have not ascended to the heavens.
  • Domain: Lakes, pools, and coastal waters.
  • Symbolism: Potential, waiting, latent power.
  • Notes: Often depicted in decorative art, especially carved jade.

7. Jiaolong (蛟龙) – Horned or Flood Dragons

  • Role: Aggressive, sometimes malevolent dragons associated with floods.
  • Domain: Rivers and storms.
  • Symbolism: Power, ferocity, untamed water.
  • Notes: Considered a step in a dragon’s life cycle before becoming a full lóng.

8. Huanglong (黄龙) – Yellow Dragon

  • Role: Herald of cosmic events; represents the center of the universe in Chinese cosmology.
  • Domain: The middle of the Four Directions.
  • Symbolism: Wisdom, imperial authority, balance.
  • Notes: Appeared in legends to guide sages like Fu Xi and Huangdi.

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