Lung, Li (Earth Dragon), Wyrm (CR 22)
AC: 40 (-4 size, +34 natural), touch 6, flat-footed 40
Hit Dice: 35d12+280 (507 hp); DR: 20/magic
Fort +27, Ref +19, Will -24
Speed: 60 ft., fly 200 ft. (clumsy), swim 40 ft., burrow 45 ft.
Space: 40 ft./15 ft.
Base Attack +35; Grapple +43
Attack: 1 bite +44, 2 claws +39, 2 wings +39, 1 slap +39, 1 crush +39, 1 tail sweep +39
Full Attack: 1 bite +44, 2 claws +39, 2 wings +39, 1 slap +39, 1 crush +39, 1 tail sweep +39
Damage: 1 bite 4d6+13, 2 claws 2d8+6, 2 wings 2d6+6, 1 slap 2d8+20, 1 crush 4d6+20, 1 tail sweep 2d6+20
Abilities: Str 37, Dex 10, Con 27, Int 18, Wis 21, Cha 20
Special Qualities: Earthquake immunity, earthquake, roar, tunneling, stone shape, Wall of stone, Move earth, Flesh to stone, SR 32, Fear aura (DC 32)
Feats: #Feats: 12
Skills: Skill points: 146
Advancement: 36-37 HD (Gargantuan)
Climate/Terrain: Warm land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure/Possessions: Double Standard
Earthquake Immunity (Su): Li lungs are never harmed by an earthquake, whether its origin is natural or magical. If an earthquake collapses a cavern around a li lung, it is merely inconvenienced by having to dig its way out - it suffers no damage from the falling stone.
Earthquake (Su): Once per day, a wyrm Li lung can create an earthquake in an area with a radius equal to 165 feet. In other respects, this ability duplicates the spell as cast a sorcerer of a level equal to twice the li lung's age level.
Roar (Ex): While engaged in melee combat, a li lung roars continually. This sound, like the scraping of metal against stone, is so loud that creatures within 60 feet of the dragon cannot hear any other sound, even their own voices. For all practical purposes, the creatures are considered deafened while the dragon continues to roar. In addition to the obvious effects, a deafened creature has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.
Tunneling (Ex): Li lungs can burrow through solid stone at a speed of 5 feet.
Other Spell-like Abilities: 3/day - move earth, stone shape, well of stone; 1/day - disintegrate, flesh to stone.
Skills: Li lungs receive a racial bonus on Hide checks sufficient to negate their size penalty (+12).
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 variety descriptions.
Blindsight (Ex): A 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 330 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 1100 feet.
Detect Thoughts (Su): Lung dragons can use this ability as the spell of the same name, continuously, with a range equal to 55 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 wyrm 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 330 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 32) 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.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
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.