Lung, Chiang (River Dragon), Ancient (CR 22)
Gargantuan Dragon (Spirit and Water)
Alignment: Usually Lawful Neutral
Languages: Draconic and the Spirit Tongue
AC: 39 (-4 size, +33 natural), touch 6, flat-footed 39
Hit Dice: 34d12+238 (459 hp); DR: 15/magic
Fort +26, Ref +19, Will +27
Speed: 60 ft., fly 150 ft. (clumsy), swim 120 ft.
Space: 40 ft./15 ft.
Base Attack +34; Grapple +42
Attack: 1 bite +43, 2 claws +38, 1 slap +38, 1 crush +38, 1 tail sweep +38
Full Attack: 1 bite +43, 2 claws +38, 1 slap +38, 1 crush +38, 1 tail sweep +38
Damage: 1 bite 4d6+13, 2 claws 2d8+6, 1 slap 2d8+20, 1 crush 4d6+20, 1 tail sweep 2d6+20
Abilities: Str 37, Dex 10, Con 25, Int 24, Wis 27, Cha 26
Special Qualities: Fly, polymorph self, water breathing, cause rain, control water, augury, divination, bane, bless, Dispel evil, control winds, remove curse, Major creation, master of the rolling river, Control weather, SR 32, Fear aura (DC 35)
Feats: #Feats: 12
Skills: Skill points: 244
Advancement: 25-36 HD (Gargantuan)
Climate/Terrain: Warm Aquatic
Organization: Solitary, pair, family (1-2 and 2-5 offspring), or court (1 plus 1-8 Medium-size nature spirits and 1-6 shen lungs of adult age or older, but always younger than the chiang lung)
Treasure: Double Standard
Fly (Su): Though wingless, chiang lungs can fly magically due to a magic blue pearl embedded in their brains. If removed from the dragon, this pearl loses its magic but is still worth 1,000 gp. The dragon can cease or resume flight as a free action.
Water Breathing (Ex): Chiang lungs can breathe underwater indefinitely and can freely use all their abilities when submerged. Any creature in physical contact with a chiang lung can also breathe and move underwater as if affected by the spells water breathing and freedom of movement.
Cause Rain (Su): A chiang lung can breathe storm clouds, causing rain whenever and wherever it chooses. The rain lasts for 2d4 hours and extends in a two-mile radius centered on the dragon.
Control Water (Sp): A chiang lung can use this spell-like ability to affect a radius of up to one mile per age category.
Tsunami (Su): Once per day, but only when commanded by the officials of the Celestial Bureaucracy, a chiang lung can create a tidal wave of water that causes tremendous devastation on land and sea. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 15). Large or smaller creatures who fail the save are swept away, taking 1d6 points of subdual damage per round (1d3 points on a successful Swim check against DC 20). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. (See Weather Hazards in the DUNGEON MASTER'S Guide.)The wave destroys wooden buildings and 25% of stone buildings. At sea, the tsunami capsizes ships and crushes them to splinters. The wave affects one mile of coastland.
Spell-Like Abilities: A dragon's spell-like abilities depends on its age and variety. It gains the abilities listed for its age plus all previous ones, using its age category or its sorcerer caster level, whichever is higher, as the caster level. The save DC is the dragon's Charisma modifier + spell level. All spell-like abilities are usable once per day unless otherwise specified.
Other Spell-like Abilities: At will - augury, bane, bless, control weather, control winds, dispel evil, divination, master of the rolling river, remove curse; 3/day - polymorph self; 1/day - major creation.
Immunities (Ex): All dragons are immune to sleep and paralysis effects.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as given in the statistics block.
Blindsight (Ex): An ancient Chiang Lung dragon can ascertain creatures by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.
Keen Senses (Ex): A dragon sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.
Detect Thoughts (Su): Lung dragons can use this ability as the spell of the same name, continuously, with a range equal to 50 feet.
Invisibility (Su): Lung dragons can become invisible or visible at will. As with the invisibility spell, making any attack causes the dragon to become visible.
Alternate Form (Su): Lung dragons can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms. When using this ability, dragons gain a +11 circumstance bonus on Disguise checks.
Plane Shift (Sp): All lung dragons can move between the Spirit World and the Material Plane as often as they desire. Shifting planes is a standard action.
Skills: Dragons purchase the following skills at 1 rank per Hit Die: Listen, Spot and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge(any) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class. Dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die, provided they have an Intelligence bonus of at least +1 (Intelligence score 12+).
Frightful Presence (Ex): An ancient lung dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds at a Will save (DC 35) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.