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Shenlong (神龙) – Spiritual Dragon

Colossal Serpentine Dragon, Divine Elemental

  • Role: Control wind, clouds, and rain; ensure agricultural prosperity.
  • Domain: The weather.
  • Symbolism: Benevolence when honored, disaster when angered.
  • Notes: Often depicted as blue or azure.

Appearance:
Shenlong manifest as colossal, sinuous dragons with shimmering emerald and sapphire scales that ripple like storm clouds. Their long bodies are adorned with antler-like horns, flowing whiskers, and glowing golden eyes that pierce through the darkest skies. Each scale seems to shimmer with latent energy, and their presence evokes the primal forces of thunder and rain.

Behaviour:
Shenlong are solemn and enigmatic guardians, seldom seen yet ever-watchful. They move with deliberate grace, weaving through storm clouds and riding tempest winds. Though capable of fierce wrath, they prefer to maintain balance and harmony, intervening only when natural order is threatened.

Habitat:
Dwelling high within turbulent storm systems and atop remote mountain peaks, Shenlong claim vast domains of sky and weather. They are rarely bound to any single locale, roaming expansively wherever the air crackles with elemental energy and rain is needed.

Modus Operandi:
Shenlong command storms with mastery—summoning thunderclaps, torrential rains, and fierce winds to subdue threats or reshape the land. In combat, they use their serpentine agility and weather control to disorient foes, striking with crushing bites and clawed swipes, while wielding lightning as devastating ranged weapons.

Motivation:
Driven by an ancient duty to nurture and protect the natural cycles of life, Shenlong seek to preserve balance between sky, earth, and water. They punish those who would despoil the environment or disrupt the delicate harmony of weather, acting as divine arbiters of nature’s will.


  • Shenlong Wyrmling
  • Tab Title 2
  • Shenlong Adult
  • Ancient Shenlong

Small dragon, neutral


Armor Class 16 (natural armor)
Hit Points 60 (8d6 + 32)
Speed 40 ft., fly 60 ft. (hover)


STRDEXCONINTWISCHA
14 (+2)18 (+4)18 (+4)14 (+2)15 (+2)16 (+3)

Saving Throws Dex +7, Con +7, Wis +5
Skills Perception +5, Stealth +7
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities frightened
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 15
Languages Draconic, Auran
Challenge 4 (1,100 XP)


Traits

Stormborn Presence.
Creatures that start their turn within 5 feet of the Shenlong Wyrmling take 3 (1d6) lightning damage as static energy crackles across the wyrmling’s shimmering scales.

Innate Spellcasting.
The wyrmling’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells without material components:

  • At will: Gust, Shocking Grasp (cantrip)
  • 2/day each: Fog Cloud, Thunderwave (2nd-level)

Lightning Reflexes.
The wyrmling can take the Dash or Disengage action as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4) piercing damage plus 9 (2d8) lightning damage.

Static Pulse (Recharge 5–6).
The wyrmling releases a burst of crackling energy in a 15-foot radius. Each creature in that area must succeed on a DC 13 Dexterity saving throw or take 14 (4d6) lightning damage and be pushed 10 feet away. On a successful save, creatures take half damage and are not pushed.


Reactions

Shockwave Parry.
When a creature the wyrmling can see hits it with a melee attack, the wyrmling can release a jolt of static energy. The attacker takes 5 (1d10) lightning damage.


Legendary Actions

The Shenlong Wyrmling can take 1 legendary action, 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 wyrmling regains spent legendary actions at the start of its turn.

  • Electrified Glide. The wyrmling moves up to half its flying speed without provoking opportunity attacks.
  • Crackling Shout (Costs 2 Actions). The wyrmling emits a thunderous roar. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or be deafened until the end of their next turn.

Tactics

Shenlong Wyrmlings use their superior mobility and elemental command to control the battlefield. They strike swiftly with electrified bites, then use Static Pulse to disrupt grouped foes. Preferring hit-and-run tactics, they employ Lightning Reflexes to reposition or escape when threatened. The wyrmling targets spellcasters and ranged attackers first, using Fog Cloud and Thunderwave to obscure vision and scatter enemies. When engaged in melee, it uses Shockwave Parry to punish attackers, maintaining its elusive presence.

Large dragon, neutral


Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 80)
Speed 40 ft., fly 80 ft. (hover)


STRDEXCONINTWISCHA
18 (+4)20 (+5)20 (+5)16 (+3)17 (+3)18 (+4)

Saving Throws Dex +10, Con +10, Wis +8, Cha +9
Skills Perception +13, Stealth +10, Arcana +8
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities frightened
Senses darkvision 120 ft., blindsight 30 ft., passive Perception 23
Languages Draconic, Auran, Common
Challenge 10 (5,900 XP)


Traits

Stormborn Presence.
At the start of each creature’s turn within 10 feet of the Shenlong Young Adult, it takes 5 (1d10) lightning damage from the static electricity crackling over the dragon’s scales.

Innate Spellcasting.
The Shenlong’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells requiring no material components:

  • At will: Gust, Shocking Grasp (cantrips)
  • 3/day each: Fog Cloud (3rd-level), Thunderwave (3rd-level), Call Lightning (5th-level)

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


Actions

Multiattack.
The Shenlong Young Adult makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 7) piercing damage plus 13 (3d8) lightning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slashing damage.

Static Pulse (Recharge 5–6).
The Shenlong releases a powerful burst of lightning energy in a 30-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much on a successful one.


Reactions

Shockwave Parry.
When a creature the Shenlong can see hits it with a melee attack, it can release a jolt of static electricity. The attacker takes 13 (3d8) lightning damage.


Legendary Actions

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

  • Electrified Glide. The Shenlong moves up to half its flying speed without provoking opportunity attacks.
  • Crackling Shout. The Shenlong emits a thunderous roar. Each creature within 20 feet must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the end of their next turn.
  • Lightning Strike (Costs 2 Actions). The Shenlong hurls a bolt of lightning at a creature within 60 feet. The target must make a DC 17 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a success.

Lair

Shenlongs often claim lairs high atop storm-wracked mountain peaks or deep within tempestuous cloud realms. Their lairs are places where the boundary between sky and earth blurs, crackling with elemental energy.

Lair Actions (initiative count 20, losing initiative ties):
On initiative count 20, the Shenlong Young Adult can take one lair action to cause one of the following effects; the Shenlong can’t use the same effect two rounds in a row:

  • Tempest Winds. Strong gusts of wind swirl through the lair in a 60-foot radius. All creatures other than the Shenlong must succeed on a DC 17 Strength saving throw or be pushed 15 feet away and knocked prone.
  • Crackling Lightning. Bolts of lightning arc from the lair’s walls and ceiling. Each creature of the Shenlong’s choice in a 30-foot radius must succeed on a DC 17 Dexterity saving throw or take 27 (6d8) lightning damage.
  • Thundering Roar. A booming thunderclap echoes throughout the lair. Each creature other than the Shenlong within 60 feet must succeed on a DC 17 Constitution saving throw or be deafened and frightened until the end of their next turn.

Tactics

The Shenlong Young Adult uses its superior flight speed and elemental command to dominate the battlefield. It opens combat with Call Lightning and Fog Cloud to control the area and disrupt foes. Using Static Pulse and multiattack, it focuses down key targets, especially spellcasters and ranged attackers. It remains highly mobile, exploiting its Lightning Reflexes to strike and reposition. The Shenlong employs legendary actions to maintain pressure and disorient enemies, defending its domain and natural balance with divine fury.

Huge dragon, neutral


Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 90 ft. (hover), swim 40 ft.


STRDEXCONINTWISCHA
23 (+6)20 (+5)22 (+6)18 (+4)19 (+4)20 (+5)

Saving Throws Dex +11, Con +12, Wis +10, Cha +11
Skills Perception +16, Stealth +11, Arcana +9, Insight +10
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Draconic, Auran, Common, Celestial
Challenge 16 (15,000 XP)


Traits

Stormborn Presence.
At the start of each creature’s turn within 15 feet of the Shenlong Adult, it takes 10 (3d6) lightning damage from the static electricity crackling over its shimmering scales.

Innate Spellcasting.
The Shenlong’s innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells without material components:

  • At will: Gust, Shocking Grasp (cantrips)
  • 4/day each: Fog Cloud (4th-level), Thunderwave (4th-level), Call Lightning (7th-level), Control Water (4th-level)

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


Actions

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

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 22 (3d10 + 6) piercing damage plus 18 (4d8) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 18 (3d6 + 6) slashing damage.

Static Pulse (Recharge 5–6).
The Shenlong releases a thunderous burst of crackling energy in a 40-foot radius. Each creature in that area must succeed on a DC 19 Dexterity saving throw or take 54 (12d8) lightning damage and be pushed 15 feet away. On a successful save, creatures take half damage and aren’t pushed.


Reactions

Shockwave Parry.
When a creature the Shenlong can see hits it with a melee attack, it can release a jolt of static energy. The attacker takes 18 (4d8) lightning damage.


Legendary Actions

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

  • Electrified Glide. The Shenlong moves up to half its flying speed without provoking opportunity attacks.
  • Crackling Shout. The Shenlong emits a thunderous roar. Each creature within 30 feet must succeed on a DC 19 Constitution saving throw or be deafened and stunned until the end of their next turn.
  • Lightning Strike (Costs 2 Actions). The Shenlong hurls a bolt of lightning at a creature within 120 feet. The target must make a DC 19 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a success.

Lair

The Shenlong Adult’s lair is often found amid tempestuous mountain peaks or high above cloudscapes charged with elemental fury. The lair resonates with the power of storms and can manipulate the surrounding weather.

Lair Actions (initiative count 20, losing initiative ties):
On initiative count 20, the Shenlong can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:

  • Raging Tempest. Violent winds whip through the lair in a 90-foot radius. All creatures other than the Shenlong must succeed on a DC 19 Strength saving throw or be pushed 20 feet and knocked prone.
  • Chain Lightning. Forked bolts of lightning leap from the lair’s surfaces. Up to three creatures of the Shenlong’s choice within 60 feet must each succeed on a DC 19 Dexterity saving throw or take 36 (8d8) lightning damage.
  • Thunderclap Resonance. A booming thunderclap shakes the lair. Each creature other than the Shenlong within 60 feet must succeed on a DC 19 Constitution saving throw or be deafened and frightened until the end of their next turn.

Regional Effects

While inside the Shenlong Adult’s domain (approximately 6 miles from its lair), the following effects persist:

  • Tempestuous Skies. Storm clouds constantly gather overhead, causing frequent heavy rain, gusting winds, and crackling lightning. Visibility is reduced by heavy precipitation and swirling mists, imposing disadvantage on Perception checks relying on sight.
  • Electric Aura. Small arcs of static electricity dance through the air. Nonmagical metal objects within the area occasionally spark or hum. Creatures wearing metal armor or wielding metal weapons take 1 lightning damage at the start of their turn unless they succeed on a DC 15 Dexterity saving throw.
  • Call of the Storm. Once per day, distant thunder rolls as if a storm were approaching. Creatures attuned to nature (such as druids and rangers) feel compelled to seek out the lair, sensing the Shenlong’s presence as a guardian of the natural order.
  • Stormborn Blessing. Allies of the Shenlong in the region gain resistance to lightning and thunder damage and can speak and understand Auran while within the domain.
  • Elemental Instability. Water sources within the region ripple unnaturally or surge with sudden waves. Creatures drinking water or submerged must succeed on a DC 15 Wisdom saving throw or be stunned until the start of their next turn.

Tactics

The Shenlong Adult wields dominion over storms with unmatched prowess, using the battlefield’s elements to its advantage. It often starts combat by unleashing Call Lightning to ravage clustered foes and uses Fog Cloud or Control Water to obscure and manipulate terrain. In close quarters, it strikes with powerful bites and claws, infusing attacks with deadly lightning. Static Pulse serves to disrupt and scatter groups, while its mobility and legendary actions allow it to control the flow of battle. It targets spellcasters and ranged combatants first, exploiting its high perception and agility to maintain superiority, while defending its territory with divine fury and calculated wrath.

Gargantuan dragon, neutral


Armor Class 22 (natural armor)
Hit Points 450 (36d20 + 216)
Speed 50 ft., fly 120 ft. (hover), swim 50 ft.


STRDEXCONINTWISCHA
27 (+8)22 (+6)25 (+7)22 (+6)22 (+6)24 (+7)

Saving Throws Dex +14, Con +15, Wis +14, Cha +15
Skills Perception +22, Stealth +14, Arcana +14, Insight +14
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities frightened
Senses blindsight 120 ft., darkvision 180 ft., passive Perception 32
Languages Draconic, Auran, Celestial, Common, Primordial
Challenge 24 (62,000 XP)


Traits

Storm Sovereign Presence.
At the start of each creature’s turn within 30 feet of the Ancient Shenlong, it takes 14 (4d6) lightning damage from the crackling electric energy that surrounds it.

Innate Spellcasting.
The Ancient Shenlong’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells without material components:

  • At will: Gust, Shocking Grasp (cantrips)
  • 5/day each: Fog Cloud (6th-level), Thunderwave (6th-level), Call Lightning (9th-level), Control Water (6th-level), Chain Lightning (6th-level)
  • 3/day: Storm of Vengeance (9th-level)

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


Actions

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

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 29 (4d10 + 8) piercing damage plus 27 (6d8) lightning damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 23 (4d6 + 8) slashing damage.

Static Tempest (Recharge 5–6).
The Ancient Shenlong releases a devastating storm surge in a 60-foot radius. Each creature in that area must make a DC 23 Dexterity saving throw or take 81 (18d8) lightning damage and be pushed 20 feet away. On a successful save, creatures take half damage and aren’t pushed.


Reactions

Thunderous Parry.
When a creature the Ancient Shenlong can see hits it with a melee attack, it can unleash a shockwave. The attacker takes 27 (6d8) thunder damage and is pushed 10 feet away.


Legendary Actions

The Ancient Shenlong can take 4 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 Ancient Shenlong regains spent legendary actions at the start of its turn.

  • Storm Glide. The Shenlong moves up to its flying speed without provoking opportunity attacks.
  • Crackling Roar. The Shenlong emits a deafening roar. Each creature within 60 feet must succeed on a DC 23 Constitution saving throw or be deafened and stunned until the end of their next turn.
  • Lightning Bolt (Costs 2 Actions). The Shenlong hurls a bolt of lightning at a target within 150 feet. The target must make a DC 23 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half on success.
  • Tempest Surge (Costs 3 Actions). The Shenlong summons a violent burst of wind and lightning in a 30-foot cone. Each creature in the cone must make a DC 23 Strength saving throw or be knocked prone and take 45 (10d8) lightning damage, half damage on a success.

Lair

The Ancient Shenlong’s lair is nestled high among tempestuous mountain spires, often shrouded in perpetual storms. The lair pulses with elemental energy, causing storms to rage and the environment to shift with the Shenlong’s will.

Lair Actions (initiative count 20, losing initiative ties):
On initiative count 20, the Ancient Shenlong can use one of the following effects; it can’t use the same effect two rounds in a row:

  • Tempest Fury. Gale-force winds buffet the lair in a 120-foot radius. Creatures other than the Shenlong must succeed on a DC 23 Strength saving throw or be pushed 30 feet and knocked prone.
  • Chain Lightning Burst. Lightning arcs explosively between surfaces in the lair. Up to five creatures within 90 feet must make a DC 23 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half damage on success.
  • Thunderclap Reverberation. A mighty thunderclap shakes the lair. All creatures within 90 feet must succeed on a DC 23 Constitution saving throw or be deafened and frightened until the end of their next turn.
  • Stormcall. The Ancient Shenlong can call down a localized storm in a 60-foot radius, causing heavy rain and difficult terrain (mud, slick rocks) that lasts until initiative count 20 on the next round.

Regional Effects

While inside the Ancient Shenlong’s domain (approximately 12 miles from its lair), the following effects persist:

  • Perpetual Storm. The skies roil constantly, with heavy rain, strong winds, and frequent lightning strikes. Visibility is significantly reduced, and ranged attacks have disadvantage beyond 60 feet.
  • Electric Atmosphere. The air hums with electric energy. Nonmagical metal objects occasionally spark, and creatures wearing metal armor or wielding metal weapons take 2 lightning damage at the start of their turns unless they succeed on a DC 17 Dexterity saving throw.
  • Nature’s Call. Druids, rangers, and creatures attuned to elemental forces feel an irresistible pull toward the lair, sensing the Shenlong’s divine guardianship over natural cycles.
  • Storm’s Boon. Allies of the Shenlong within the region gain resistance to lightning and thunder damage and can communicate telepathically with the Shenlong and each other while inside the domain.
  • Elemental Flux. Water bodies within the region sometimes surge or churn unpredictably. Any creature submerged or drinking water must succeed on a DC 17 Wisdom saving throw or be stunned until the start of their next turn as elemental forces overwhelm their senses.

Tactics

The Ancient Shenlong dominates combat with unparalleled command of storm and lightning. It prefers to weaken foes at range using spells like Call Lightning, Chain Lightning, and Storm of Vengeance before closing in with devastating physical attacks. It uses its lair’s terrain and lair actions to control the battlefield, pushing enemies into disadvantageous positions with gale-force winds and thunderous shockwaves. When threatened, it employs Legendary Resistance and its legendary actions to outmaneuver and punish opponents, focusing on spellcasters and ranged attackers first. The Ancient Shenlong fights as a divine arbiter of natural balance, unleashing overwhelming fury on those who threaten its domain.

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