Amphibious. The dragon can breathe air and water.
Draconic Immunity. The dragon cannot be put to sleep by magical means.
Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The lung dragon's innate spellcasting ability is Charisma (spell save DC 23). They can innately cast the following spells, requiring no material components:
1/day each: lightning bolt, darkness, magic circle (Humanoids only), gust of wind, chain lightning, Fizban’s platinum shield, Otiluke’s resilient sphere, witch bolt
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite or Tail and two with its Claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 7 (2d6) lightning damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Change Shape. The dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistances, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Spiritual Projection. The tun mi loong can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a Tail attack.
Crush Attack (Costs 2 Actions). The dragon leaps into the air and lands in the space of one creature within 15 feet. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (3d6 + 8) bludgeoning damage and 3 (1d6) lightning damage, and the creature is knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon summons a divine tempest around themself in a 60-foot radius, forcing all creatures in the area to expend 4 feet of movement for every 1 foot they try to move, and they cannot use their flying speed if they have one. Ranged attacks are made at disadvantage. A creature who starts their turn inside the tempest or enters the area on their turn must make a DC 15 Dexterity saving throw or take 1d10 bludgeoning damage and fall prone. The dragon's speed and attacks are not affected by this storm. The tempest lasts until the next initiative count 20.
- The dragon energizes the water within 30 feet of themself, causing it to form three animated constructs of water. Each water construct is a Medium object with AC of 10, 20 hit points, a +4 bonus to hit, and deals 6 (1d8 + 2) bludgeoning damage on a hit. The construct can move 20 feet in one turn.
- The dragon creates an illusory double of themself until the next intiative count 20, which mimics the dragon perfectly. When the dragon is hit with an attack, they roll a d6. On a 4-6, the attack hits the double instead, and the double vanishes.
Regional Effects
The region containing a legendary tun mi loong’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair smells extremely coppery and is soft underfoot.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Within 1 mile of the lair, the waters refuse to be still. Even when no wind blows or nothing visible disturbs the surface, the water is constantly moving and rippling.
If the dragon dies, the smell abates and ground firms within 1d10 days.
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