Original Dungeons & Dragons

White DragonBlack DragonGreen DragonBlue DragonRed DragonGold DragonDragon Turtle
No. Appearing:1d41d41d41d41d41d41†
Environment:Cold RegionsSwamps & MarshesWoods & ForestDesert & AridMountains & HillsAnywhereRivers, Lakes, & Oceans
Alignment (d6):C (1-2) or N (3-6)‡C (1-3) or N (4-6)‡C (1-4) or N (5-6)‡C (1) or N (2-6)‡C (1-5) or N (6)‡LC or N
L (Eastern)N (Eastern)C (Eastern)Any (Eastern)
Hit Dice (Hit Points):5-7 (5-42)6-8 (6-48)7-9 (7-54)8-10 (8-60)9-11 (9-66)10-12 (10-72)11-13 (11-78)
Armor Class:2222222
-2 (Greyhawk)
Saving Throw:Fighter 4-6Fighter 7-9Fighter 7-9Fighter 7-9Fighter 10-12Fighter 10-12Fighter 10-12
Movement (Land):9"9"9"9"9"9"3"
Movement (Fly):24"24"24"24"24"24"
Movement (Swim):9"
Treasure Type:See ChartSee ChartSee ChartSee ChartSee ChartSee ChartNone†
% in Lair:60%60%60%60%60%60%0%†
% Sleeping:60%50%40%30%20%10%0%
% Speaking:25%40%55%70%85%100%0%
% Magic Use:0%5% (1st)10% (1st & 2nd)15% (1st & 2nd)15% (1st to 3rd)100% (1st to 6th, Polymorph Self)0%
Breath Weapon:Cold (8"x3" Cone)Acid (6"x½" Line)Chlorine Gas (5"x4" Cloud)Lightning (10"x½" Line)Fire (9"x3" Cone)Fire (9"x3" Cone)Steam (9"x3" Cone)
Chlorine Gas (5"x4" Cloud)
Bite (Variable Damage):2d83d62d102d123d103d12
Resistances:Water/Earth (-1)Earth (-1)Water/Lightning (-1)Fire/Air/Earth (-1)
Weaknesses:Fire/Lightning (+1)Water (+1)Air (+1)Fire (+1)Water (+1)
Immunity (Eastern):WoodNormal Missiles

Brass Dragon Copper Dragon Bronze Dragon Silver Dragon Platinum Dragon Chromatic Dragon
No. Appearing: 1d4 1d4 1d4 1d4 1 1
Environment: Deserts Rocky Arid Places Seacoasts Mt. Peaks & Clouds Great Palace Stupendous Cavern
Alignment (d6): L (1-2) or N (3-6) L (1-3) or N (4-6) L (1-4) or N (5-6) L (1-5) or N (6) L C
Hit Dice (Hit Points): 6-8 (6-48) 7-9 (7-54) 8-10 (8-60) 9-11 (9-66) 21 (126) 16 (96)
Armor Class: 2 1 0 -1 -3 0
Saving Throw: Fighter 7-9 Fighter 7-9 Fighter 7-9 Fighter 10-12 Magic-User 16+ Fighter 13+
Movement (Land): 9" 9" 9" 9" 9" 9"
Movement (Fly): 24" 24" 24" 24" 24" 24"
Treasure Type: See Chart See Chart See Chart See Chart 2H 2H
% in Lair: 60% 60% 60% 60% 60% 60%
% Sleeping: 55% 50% 30% 15% 0% 0%
% Speaking: 35% 50% 65% 80% 100% 100%
% Magic Use: 10% (1st & 2nd) 25% (1st to 3rd) 50% (1st to 4th, Animal Guise) 75% (1st to 5th, Human Guise) 100% (1st to 8th, Shape Change) 100% (1st to 5th, 2 per head)
Breath Weapon: Sleep (7"x2" Cone) Acid (6"x½" Line) Lightning (10"x½" Line) Cold (8"x3" Cone) Cold (8"x3" Cone) Fire (9"x3" Cone)
Lightning (10"x½" Line)
Gaseous Form (5"x4" Cloud) Chlorine Gas (5"x4" Cloud)
Fear (5"x4" Cloud) Slow (3d6 creatures) Repulsion (3" in front) Chlorine Gas (5"x4" Cloud) Disintegrate (3d6 creatures) Acid (6"x½" Line)
Cold (8"x3" Cone)
Bite: 4d4 5d4 3d8 3d10 6d8† 3d10 (Red)
2d12 (Blue)
2d10 (Green)
3d6 (Black)
2d8 (White)

Midgard Serpent Imperial Dragon Treasure Dragon
No. Appearing: 1 1† 1
Environment: World Ocean Seas Underground†
Alignment: C L† N†
Hit Dice (Hit Points): Infinite (See text) 16+4 (100) 16+4 (100)
Armor Class: 0 (Head) 2 -5
-4 (Body)
Saving Throw: Fighter 10-12 Magic-User 16+ Magic-User 16+
Movement (Land): 40" 9" 9"
Movement (Fly): 48" 24"
Movement (Swim): 40"
Treasure Type: None 2H† 3H
% in Lair: 100%† 0%† 100%†
Breath Weapon: Poison Gas (100"x100") Fire (9"x3" Cone) Fire (18"x6" Cone)
Chlorine Gas (10"x8" Cloud)

General Dragon Information

Dragon Abilities: Dragons can see equally well in darkness or in light. They cause enemy troops within 15” of them to check morale just as if they had suffered excess casualties. Dragons have the power to detect any hidden or invisible enemies they are within 15” of.

Breath Weapons: The Dragon is able to use its breath but 3 times per day, so sometimes it will bite instead (1d6 damage). To determine this simply roll 2d6; a score of 6 or less indicates the dragon will bite, but a 7 or better indicates it will breathe. Sleep, Fear, and Gaseous Form breath weapons have a saving throw vs. magic, with a 15% reduction of the chance to save if the dragon is of middle size, and a 30% if the large. Note that the sleep breath weapon affects all levels. Age & Size: The number of hit dice is an indication of the size of the creature. Most will fall in the middle, but 20% will be small and 20% very large. The value of the hit dice, as well as the value of the breath weapon, will be subject to the maturity of the Dragon. Age also affects how much treasure the dragon has accrued over time.

d6 Description/Age Value of HD/Breath Weapon Treasure
1 Very Young (1-5 years) 1 per die None
2 Young (6-15 years) 2 per die None
3 Sub-Adult (16-25 years) 3 per die ½H
4 Adult (26-75 years) 4 per die H
5 Old (76-100 years) 5 per die H
6 Very Old (101+ years) 6 per die 2H

Attacking Dragons: Sleeping dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting. Certain weapons will be more or less effective than others against the various types of dragons. The number indicates the addition or subtraction for the probability of hitting as well as the amount of damage done.

Two or More Dragons: If 2 dragons are encountered they will be a mated pair of at least the 4th age category. If 3 or 4 dragons are encountered they will constitute a family group of a male, female and 1 or 2 young. The adults will be of the 4th or greater age category, the young of the 1st. If the young are attacked both parents will automatically use their breath weapons. If the female is attacked the male will attack at double value unless he is simultaneously attacked, and vice versa.

Talking Dragons: The percentage of dragons that are able to speak with other creatures is given for each variety. Of that percentage that speak, a further subdivision is able to cast spells, which is shown as the percentage magic use. Dragons that cannot talk don't use spells.

Saving Throws: The passage about monster saving throws in OD&D is among the most spitefully anti-audience things I've ever read, as is the overwhelming plurality of every other single thing written in these objectively horrible bullshit garbage books. So, long story short, I just don't know. The Single Volume Edition compiled by Greyharp and edited by Il Male™ first brought my attention to the fact that monsters even had saving throws, but even its write up in the "Dragon" entry was confusing and unintuitive. Every saving throw used here is my own own interpretation of the "rule," because it's simply not an actual rule, but regurgitated meaningless word salad. My interpretation is thus: treat monster saving throws as if they are fighting men with their level equaling hit dice, except in cases of significant magical abilities or properties, then use magic-user saves. There are two issues with this, however, the first is that the saves only change every few levels, and eventually they just stop, so 13th level fighting men and 16th level magic-users are never going to get better saves. The other huge problem is that across the board magic-user saves are worse at every level compared to fighting men. This begs the question, aren't magic-using monsters intended to actually be more dangerous? Isn't that unintuitive? So, instead, I've chosen to make nearly every dragon save as a fighting man because dragons are supposed to be very big and scary boss monsters. The only exceptions to this are the chromatic, imperial, and treasure dragons, which with 16HD each should have better saves than most other dragons but worse than the platinum dragon. The Midgard linnorm is the only dragon in this edition that we're explicitly told its saving throw.

Variable Damage: The Greyhawk supplement introduced alternative combat rules which removed much of OD&D's dependence on Chainmail. A result of this is weapons and monsters all deal newly defined variable damage. In Greyhawk, dragons can either attack with their breath, or make 3 attacks; 2 claws and a bite. All claw attacks deal 1d4 damage, but the bite attack is different for each kind of dragon.

Specific Dragon Information

Gold Dragons: These are actually a class unto themselves. These monsters are by far the most intelligent of all their kind, and they are able to use magic. They can employ spells up to the 6th level, gaining one level for each of their stages of maturity, having one spell for each hit die they have. They will often appear as human or in some other guise. They will not usually serve any character.

Dragon Turtles: The most fearsome monster of the waters. They are exceptionally strong, being able to lift any ship upon their back if they happen to come up under it.

Silver Dragons: Silver dragons that use magic and appear in human guise usually take the form of and old man or fair damsel.

Chromatic Dragon: The Dragon Queen is a huge creature with five heads, one of each color of the five chaotic dragons. Her body is striped in these same colors, and her tail is that of a wyvern. She can employ all heads at once, either to bite†, breath, or cast spells. Each head has 2 spells, with the white head having 2 1st level spells, the black 2 2nd, the green 2 3rd, the blue 2 4th, and the red 2 5th. Her major abode is in a stupendous cavern far beneath the earth. Her guard consists of 5 dragons, each of largest size, of the 5 chaotic types of dragons. Her major aim is to spread evil.

Platinum Dragon: The Dragon King dwells in a great palace behind the east wind, although he may appear in more mundane places at times. He is served by a guard of 7 gold dragons. His primary aim is to confront and defeat the ruler and hosts of the chaotic dragons.

Norse Dragons: Most of the dragon’s abilities in this mythos will conform to those of D&D. There are only 3 types present, white, red, and green. Some dragons of note are: Midgard Serpent: Its Norse given name is Iormungandr and its body encircles the earth where it dwells beneath the waves. This serpent is the offspring of Loki and it is the fiercest of all Norse encountered monsters. As noted above, its body can sustain any amount of damage, but its head will sustain only one mightly blow from Thor's hammer. It remains otherwise impervious to any other form of attack. The Midgard serpent rarely rises from the depths to attack, but if it does it may breathe its poison gas from both nostrils for which there is no saving throw or antidote. It may also choose to bite treating its bite, and is so large as to be able to swallow up to ogre-sized opponents in one gulp. Any hit which scores over 20% of the minimum total required to hit, or 100% in any case, indicates the Iormungandr has swallowed its victim. In 6 turns the swallowed creature will be dead. In 12 turns it will be totally digested and irrecoverable.

Dragons of Dragon Isle: This reptilian race used in war by the Melnibonians was feared by all enemies of this race. They were able to spew forth a type of Greek fire almost impossible to put out. While they came in many colors, they are all still to be treated as the red dragon of D&D.

Eastern Dragons: The Eastern dragon has other powers not usually given to the normal D&D dragon: all can Polymorph themselves, become invisible, and use the ESP spell. The far east dragon also goes through 3 stages of metamorphosis in growing: Imperial Dragon: This yellow type can cause wind and rain storms, and fly, even though it does not have wings. It is very fond of eating opals and pearls and looks favorably upon any mortal giving these. This dragon lives in and rules all creatures of the sea.

Treasure Dragon: There is also a dragon of treasure whose skin is made of gems and gold. It attracts treasure to its body like a magnet to iron. Its armor class is extremely strong because of the great number of gems and gold on its body. It can use its breath weapons up to 6 times per day, rather than 3, and they deal twice its HP (200) in damage.

Dragon Subdual

Subduing Dragons: Any attack may be to subdue rather than to kill, but this intent must be announced before melee begins. When intent to subdue is announced hits scored upon the dragon are counted as subduing rather than killing points. Each round of melee the number of points scored in hits is ratioed over the total number the dragon has (hit point total), the hits obtained being stated as a percentile of the total possible, i.e. 12%, 67%, etc. A d% is then rolled to determine if the dragon has been subdued. A roll equal to or less than the percentage of hits already obtained means the dragon is subdued.

Example: A very old, 11 hit dice red dragon is encountered asleep in its cavernous lair. Three fighting-men creep in and strike to subdue. All three hit scoring respectively 2, 3, and 6 points, or 11 points total. 11 ratioed over 66 (the number of hit points the dragon can absorb before being killed or in this case subdued) is 1/6th or 17%. The referee checks to determine if the dragon is subdued and rolls over 17 on the percentile dice. The dragon is not subdued, and a check is then made to see whether he will bite or use his breath weapon during the second melee round. The result indicates he will breathe. The attackers strike again and once more all hit for a total of 12 points. The dragon breathes and as none make their saving throws the attackers are all killed for they take 66 points of damage from dragon fire. Subsequently, the referee rolls 01 on the percentile dice (any roll up to 34 would have indicated success) indicating that had the attackers survived they would have subdued the red dragon that turn. Not more than 8 man-sized creatures can attempt to subdue any one dragon.

Value of Subdued Dragons: Subdued dragons can be sold on the open market (going out of existence in the game) for from 500 to 1,000 gold pieces per hit point it can take. Thus, the red dragon in the above example would be worth from 33,000 to 66,000 gold pieces. Offers are determined by the referee merely by rolling (1d6+4)x100, so that 1 is 500 gold pieces per hit die, 2 is 600, etc. Of course the character or characters who subdued the dragon could keep it in their own service or sell it to other players for whatever they could get.

Length of Subdual: A subdued dragon will remain in that state until such time as an opportunity presents itself to escape or kill its master presents itself, but as long as the master is in a commanding position it will not attempt either course.

† Where this symbol appears above indicates original information due to a lack of specification in the original rules, usually because they just forgot to actually put any information at all about it anywhere. In each case I'll break down the applicable stats by each dragon: ‡ In Greyhawk, the alignments of the additional metallic dragons can be either lawful or neutral with the percentage chance being determined through a d6 roll. The alignment chart indicates that dragons (aside from the golden dragon) in Volume 2 can be either chaotic or neutral, but this is mentioned nowhere else. When basic D&D did its thing of picking up only the original box set and extrapolating from that, it didn’t get the new dragons from Greyhawk, so they were only working with 7 dragons (one of which was made a non-true dragon) and had to avoid an "oops all chaos" situation. So what they did was take the alignment table that said some chromatic dragons are neutral to heart, and made the blue and white dragons that. So, retroactively, I have decided to use that as a way to create a determination for alignment that is based on the way it’s done for the additional metallic dragons in Greyhawk, with blue and white dragons the most likely to be neutral, and red and green dragons the most likely to be chaotic. But this wasn't in the original book, and you can ignore it if you want.

Chinese Dragons

Yu Lung Pan Lung Li Lung Shen Lung Lung Wang T'ien Lung
Translation: Carp Dragon Coiled Dragon Earth Dragon Spirit Dragon Sea Dragon Celestial Dragon
No. Appearing: 1d4 1d4 1d4 1d4 1 1
Environment: Fresh Water Swamps & Marshes Underground Rivers & Ponds Seas & Oceans Mt. Peaks & Clouds
Alignment: Any Any Any Any Any Any
Hit Dice (Hit Points): 5-7 (5-42) 6-8 (6-48) 7-9 (7-54) 9-11 (9-66) 11-13 (11-78) 11-13 (11-78)
Armor Class: 3 2 4 1 0 -2
Saving Throw: Fighter 4-6 Fighter 7-9 Fighter 7-9 Fighter 10-12 Fighter 10-12 Fighter 10-12
Movement (Land): 6" 12" 9" 12" 3" 9"
Movement (Fly): 12" 24" 12" 48"
Movement (Swim): 18" 9" 6" 9" 9" 6"
Movement (Burrow): 1"
Treasure (Very Young/Young): None None None None None None
Treasure (Sub-Adult): None ¼H ½H ½H H H
Treasure (Adult/Old): None ½H H H 2H 2H
Treasure (Very Old): H 2H 2H 4H 4H
% in Lair: 60% 60% 60% 60% 60% 60%
Breath Weapon: Steam (10"x5" Cone) Fire (9"x3" Cone)
Attacks (Damage): 2 Claws (1d4 each) 2 Claws (½d6 each) 2 Claws (½d10 each) 2 Claws (1d4 each) 2 Claws (1d12 each) 2 Claws (1d6 each)
Bite (2d8 + Grapple)
Bite (2d8) Grapple Bite (1d8) Bite (1d20) Bite (2d12) Bite (6d6) Bite (4d10)
Tail Constrict (2d6) Tail Spike (1d8)
Scaly Command: 1d10xAge creatures 2d10xAge creatures 4d10xAge creatures
Water Fire: 1d6 2d6
Resistances: Fire/Air/Earth (-1)
Immunities: Lightning/Poison
Weaknesses: Fire (x2 damage) Water (+1)

General: This article expands on the notes found in Gods, Demi-Gods & Heroes at p. 68. Some inconsistencies with the notes are caused by the latter’s brief nature and conflicts in the sources. Each set of dragons encountered may be of any alignment and be colored white, red, yellow, blue, green, or black, but their powers vary solely with their type. There is a 60% chance of finding them in their lair, but they never sleep. Only yu lung can be subdued. Roll age and size as for a normal dragon. Where the article below indicates a multiplication by the age level of the dragon, that means times 1 for a very young dragon, times 2 for a young one, etc.

Special Abilities:All Chinese dragons are Psionic Class 6, but have ESP at a radius of 5 x the age level of the dragon. All except yu lung can Polymorph into human form and back at will and become visible or invisible at will, except that an invisible dragon will become visible when attacking.

Scaly Command: Certain types below have the Scaly Command power. No scaly creature who lives in the water (chiefly, fishes and reptiles) will ever willingly attack a dragon with the power. In addition, such a dragon can, once a day, command for a half-mile radius the number of scaly creatures who live in the water which is specified for each class. This command lasts 2d6 hours and cannot be dispelled. Creatures already under the Scaly Command power of one dragon cannot fall under the power of another, and all dragons are themselves immune to the power. Otherwise, there is no saving throw against it.

Water Fire: Certain other types have the power of Water Fire. This unearthly stuff may be created by any dragon with the power whenever they are under or touching water, and may be dispelled by them at any time. Water Fire surrounds the body like the flame of a demon and does damage, at the amount specified for each class, to anyone touching it. All Chinese dragons are themselves immune to Water Fire. Water Fire will disappear for 2d6x10 rounds after being contacted by real fire (as in, for example, a Fireball), and cannot be recreated until the end of that period.

T'ien Lung (Celestial Dragon): These are the imperial dragons mentioned in Gods, Demi-Gods, & Heroes, but they do not live in and rule the seas — that is the province of Lung Wang. Instead, the typically yellow t’ien lung, rule the skies. T'ien lung can attack with 2 claws and 1 bite or their fire breath, which they can use 6 times a day, as opposed to 3. They may also throw Control Weather at 2 times the age level of the dragon number of times per day. Old and very old t’ien lung each have a 50% chance of being accompanied by 1d6 wind walkers, aerial servants, or spirits of the air (Gods, Demi-Gods, & Heroes p. 63). These fanatically loyal servants cannot be charmed from their purpose and will do their utmost to defend their master and, if necessary, avenge their death. T’ien lung are very fond of eating opals and pearls and look favorably upon any mortal giving them.

Lung Wang (Sea Dragon):These solitary brutes are a Chinese form of the dragon turtle, with a turtle body, crested neck, and shen lung head. They rule large bodies of water, can breathe air or water but cannot fly, and can lift any ship they come up under or ram as the largest warship. Their ordinary attacks are 2 claws and 1 bite, and they can breathe out steam as a breath weapon. Except for Scaly Command and the ones noted in the general paragraph, they do not bother with other spells. As rulers of the seas, lung wang will demand tribute from every passing ship. Regular travelers may work out an arrangement — for example, so much dumped overboard at a given spot.

Shen Lung (Spirit Dragon): The most common, they are wingless, long, and four-footed, with a spiked back and tail, and 2 horns and whiskers on their head, plus an unextractable organ inside it which allows them to fly. Shen lung can attack with 2 claws and 1 bite, but also their tail spike. The tail is as supple as that of a wyvern but not poisonous. Shen lung have no breath weapon but may cast either Control Weather or Ice Storm in any combination 3 times per day, Bless once per day, and Curse once per day. These dragons breathe air or water, and love arsenic, bamboo, and swallows. No insect, arachnid, or arthropod may approach within a radius of 6".

Li Lung (Earth Dragon): The only Chinese dragon with wings, these have a lion’s body and dragon’s head with human features. They live underground, cannot breathe water, but can swim. They cane attack with 2 claws and 1 bite, but have no breath weapon, and would be easy prey except that each can once a day, without a chance of being dispelled, cast Earthquake, with a width and length each 3 times the age level of the dragon. Often such a convulsion will bring down the cavern in which they are usually living, but li lung are never harmed by any Earthquake, though they may be inconvenienced by having to dig out of the rubble.

Pan Lung (Coiled Dragon): A smaller, thinner, and longer version of the shen lung. They attack with 2 claws and 1 bite, but have no tail spike, but if they succeed in grasping with their bite, on each suceeding turn they will automatically bite and constrict with their tail. Pan lung can fly and may breathe air or water at will. They have no breath weapon but may throw Charm Monster 3 times per day.

Yu Lung (Carp Dragon): These shy creatures live in fresh water and have a dragon’s head, 2 legs, and a carp’s body or tail. They cannot fly, polymorph, or turn invisible, have no breath weapon, and breathe only water, although they can emerge awkwardly onto land for up to 1 hour. Their ordinary attacks are 2 claws and 1 bite. When rolling up yu lung, bring all age levels of 5 or above down to adult. There are no older yu lung; they have achieved their hearts desire and metamorphosized into some other kind of Chinese dragon.

All the Weird Stuff They Got Wrong

This article is significantly more well written and comprehensive than any other OD&D dragon text. However, there's still a lot of peculiarities.

Names: The names of these dragons are completely off from the only way I've ever seen these monsters transliterated into the Latin alphabet during my whole life outside of D&D. "Lung" are not monsters from Chinese mythology, they're organs, it's long that are the so called Chinese "dragons." Other things are wrong too, like translitering tian as "t'ien," which is just... completely wrong, like that's just not correct. My guess is that maybe back in 1979 the standard for Chinese to Latin was different from the earliest written form I've seen, and that's totally possible, after all in Destroy All Monsters they call Beijing "Peking," which was really confusing when I was little, and Chinese languages are pretty notoriously complicated. But this doesn't explain why they kept these names all the way into 3rd edition in 2001. Maybe it had something to do with the OGL? Like, since they weren't part of the SRD, maybe, like, they kept the old forms of the name to make them seem like more of a brand thing for legal reasons? Either way it's stupid and irritates me.

Either way, it doesn't change the fact that the "translation" of Longwang is just dead ass wrong. Longwang is definitely the name of the king of the seas, but if you're going to translate long as "dragon" then the name is just literally "dragon king," not "sea dragon," which would be properly rendered as hailong. Weirder to me is the fact that it's just a dragon turtle with extra bonus powers, and dragon turtles actually already are an existing type of Chinese long, but instead of just calling it longgui, they had to come up with two names for the same monster. What's worse is that there's actually three versions of the dragon turtle in 1st and 2nd edition, with the one from Krynn also being called a "sea dragon," in addition to yet another sea dragon which only exists in basic D&D is completely unrelated to dragon turtles.

The other names are weird too, like apparently dilong used to be written as lilung which I truly do not understand, but at least it means the same thing. However the chinese name for carp is currently written as "li," which is confusing. Tehcnically it's "liyu" but that's just "carp fish," with the kanji for li being the actual part that means carp specifically, so the name yulong just means "fish dragon" and isn't specific to carp. "Celestial" is I guess a way you could translate tian, but that's kinda missing the forest for the trees, and a much more 1:1 translation is simply "heaven" because it refers to the sky and the mythological domain of the gods believed to be in the sky which is very much in line with one of the ways heaven is used in English, but even "sky dragon" would have been fine. Shenlong is like that too, where like I guess "spirit" kinda works I mean I guess, but it's most often translated as "divine" or sometimes "god" dragon. Panlong is fine, though, panlong really is translated as coiled dragon. For your transliteration convenience, I present to you the folloing chart with the actual appropriate names:

D&D Name Actual Name D&D Translation Actual Translation Reverse Translation Better Name Better Translation
T'ien Lung Tianlong Celestial Dragon Heavenly Dragon Sort of right
Lung Wang Longwang Sea Dragon Dragon King Hailong Longgui Dragon Turtle
Shen Lung Shenlong Spirit Dragon Divine Dragon Sort of right These are weather, not river long
Li Lung Lilong Earth Dragon Carp Dragon Dilong Earth Dragon
Pan Lung Panlong Coiled Dragon Correct!
Yu Lung Yulong Carp Dragon Fish Dragon Lilong Carp Dragon

Long Lifecycle: The other thing eventually did end up getting fixed... y'know, in 3rd edition, but which here is kind of just baffling and unintuitive. But basically. we get our set of 5 dragons, just like the chromatic and metallic families, but then the yu lung comes along and makes things complicated by saying that once they reach old age, they metamorphosize into one of the other long. Okay, so... that means its the larval stage of all lung dragons, right? The text doesn't make this at all clear, but if we think about it logically, it's the only possible option. Because if yu long transform after maturity, then... they'll never have children that are also yu lung, right? But yu lung can be encountered in family groups of up to 4, and they have to come from somewhere, so there's no other explanation than all lung hatchlings begin life as yu lung. But AD&D turns this on its head, and says, no, actually, lung dragons can be of any age, it's only yu lung that have this aspect. So, as I've been over, this isn't 1. possible and doesn't 2. make any sense. Here, it's unspecified, but I'd like to assume David Sweet kind of assumed this would be obvious to everyone to the point of not specifying. Either way, I included the treasure as per the boxed set that all ages would have for the mature lung species, just in case.

Notes

Publication History: Because there's so little in this edition, I just kinda squished everything all together. So, I'll plop the references for the publication history down here.

1974 Dungeons & Dragons Volume 2: Monsters & Treasure Dragon (General), Red Dragon, Blue Dragon, Green Dragon, Black Dragon, White Dragon, Gold Dragon
1974 Dungeons & Dragons Volume 3: Underworld & Wilderness Dragon Turtle
1975 Dungeons & Dragons Supplement I: Greyhawk Variable Damage, Chromatic Dragon, Platinum Dragon, Silver Dragon, Bronze Dragon, Copper Dragon, Brass Dragon
1976 Dungeons & Dragons Supplement IV: Gods, Demi-Gods, & Heroes Norse Dragons, Midgard Serpent, Dragons of Dragon Isle, Eastern Dragons, Imperial Dragon, Dragon of Treasure
1979 The Dragon Vol. III No. 10 Chinese Dragons, T'ien Lung, Lung Wang, Shen Lung, Li Lung, Pan Lung, Yu Lung

Settings: OD&D does not have bespoke “settings” as they became established in AD&D, but - especially in Supplement IV - there are different mythological bases suggested which give the types of dragons that could/would appear in games based on them. These proto-settings include: