Lung, Tun Mi (Typhoon Dragon), Great Wyrm (CR 25)
Colossal Dragon (Spirit and Water)
Alignment: Usually neutral evil
Languages: Common, Draconic, Aquan, and Spirit Tongue
AC: 42 (-8 size, +40 natural), touch 2, flat-footed 42
Hit Dice: 40d12+400 (660 hp); DR: 20/magic
Fort +32, Ref +22, Will +31
Speed: 60 ft., fly 300 ft. (clumsy), swim 60 ft.
Space: 80 ft./15 ft.
Base Attack +40; Grapple +53
Attack: 1 bite +48, 2 claws +43, 1 slap +43, 1 crush +43, 1 tail sweep +43
Full Attack: 1 bite +48, 2 claws +43, 1 slap +43, 1 crush +43, 1 tail sweep +43
Damage: 1 bite 4d8+16, 2 claws 4d6+8, 1 slap 4d6+24, 1 crush 4d8+24, 1 tail sweep 2d8+24
Abilities: Str 43, Dex 10, Con 31, Int 26, Wis 29, Cha 28
Special Qualities: Fly, water breathing, air and water immunity, divine wind, darkness, Lightning bolt, Repulsion, Chain lightning, Power word, stun, SR 35, Fear aura (DC 39)
Feats: #Feats: 14
Skills: Skill points: 326
Advancement: 41+ HD (Colossal)
Climate/Terrain: Warm aquatic
Treasure: Double Standard
Fly (Su): Though wingless, tun mi lungs can fly magically due to a magic black 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): A tun mi lung can breathe water as easily as air.
Air and Water Immunity (Ex): Tun mi lungs are immune to all air- or water-based attacks.
Divine Wind (Sp): Once per week, a tun mi lung can summon a divine wind equivalent to a hurricane-force wind (see page 3-17: Wind Effects in the DUNGEON MASTER'S Guide). The wind blows in an area with a radius of 60 miles for a great wyrm dragon, centered on the tun mi lung. It lasts for 6d4 hours.
Other Spell-like Abilities: 3/day - darkness, lightning bolt; 1/day - chain lightning, power word, stun, repulsion.
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): A Great Wyrm 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 360 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 1200 feet.
Detect Thoughts (Su): Lung dragons can use this ability as the spell of the same name, continuously, with a range equal to 60 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 great 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 360 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 39) 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.