Lung, Pan (Coiled Dragon), Juvenile (CR 7)
AC: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Hit Dice: 13d12+26 (110 hp)
Fort +10, Ref +9, Will +10
Speed: 40 ft., fly 100 ft. (poor), swim 60 ft.
Space: 5 ft./5 ft.
Base Attack +13; Grapple +8
Attack: 1 bite +16, 2 claws +11, 1 slap +11
Full Attack: 1 bite +16, 2 claws +11, 1 slap +11
Damage: 1 bite 1d8+3, 2 claws 1d6+1
Special Attacks/Actions: Water Fire (1d6)
Abilities: Str 17, Dex 12, Con 15, Int 12, Wis 15, Cha 14
Special Qualities: Fly, water breathing, charm monster, scaly command, bane, bless, ventriloquism
Feats: #Feats: 5
Skills: Skill points: 19
Advancement: 14-15 HD (Medium-size)
Climate/Terrain: Warm land and underground
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Fly (Su): Though wingless, pan lungs can fly magically due to a magic pearl of blood-red color embedded in their brains. If removed from the dragon, this pearl loses its magic but is sill worth 1,000 gp. The dragon can cease or resume flight as a free action.
Water Breathing (Ex): Pan lungs can breathe water as easily as air.
Scaly Command (Su): A pan lung can use this ability three time per day. It operates as a mass charm spell that works only on scaled animals (reptiles and fish). The juvenile pan lung's caster level is its HD (13-15) . The dragon can communicate with any charmed animal as though casting a speak with animals spell.
Water Fire (Su): Whenever it is touching or submerged in water, a pan lung can surround itself in an aura of ghostly, flickering multi-colored flames that cause damage to any creature touching it. Any creature striking the dragon with its body or melee weapons deals normal damage, but at the same time the attacker takes damage (1d6 for juvenile dragons). Other lung dragons of any variety are immune to water fire. The pan lung can dispel the water fire at any time, but it is automatically dispelled by contact with normal or magical fire. Once the shield is dispelled by fire, the pan lung cannot activate it again for 2d6 minutes.
Constrict (Ex): Pan lungs often choose to grapple opponents with their snakelike tails rather than using a tail slap attack. The dragon deals tail slap damage with a successful grapple check against a creature at least one size smaller than itself.
Spell-Like Abilities: 3/day - bane, bless, charm monster, ventriloquism.
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 juvenile 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 120 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 400 feet.
Detect Thoughts (Su): Lung dragons can use this ability as the spell of the same name, continuously, with a range equal to 20 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+).
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.