Lung, Shen (Spirit Dragon), Great Wyrm (CR 24)
AC: 40 (-8 size, +38 natural), touch 2, flat-footed 40
Hit Dice: 39d12+312 (565 hp); DR: 20/magic
Fort +29, Ref +21, Will +28
Speed: 60 ft., fly 150 ft. (clumsy), swim 40 ft.
Space: 80 ft./15 ft.
Base Attack +39; Grapple +51
Attack: 1 bite +44, 2 claws +39, 1 slap +39, 1 crush +39, 1 tail sweep +39
Full Attack: 1 bite +44, 2 claws +39, 1 slap +39, 1 crush +39, 1 tail sweep +39
Damage: 1 bite 4d8+13, 2 claws 4d6+6, 1 slap 4d8+20, 1 crush 4d8+20, 1 tail sweep 2d8+20
Special Attacks/Actions: Water Fire 4d6
Abilities: Str 37, Dex 10, Con 27, Int 22, Wis 25, Cha 24
Special Qualities: Fly, water breathing, lightning and poison immunity, fire vulnerability, scaly command, vermin barrier, bane, bless, Ice storm, Control weather, Cone of cold, Horrid wilting, SR 34, Fear aura (DC 36)
Feats: #Feats: 14
Skills: Skill points: 240
Advancement: 40+ HD (Colossal)
Climate/Terrain: Warm land and underground
Organization: Solitary, pair, family (1-2 and 2-5 offspring), or court (1-6 plus 1 older chiang lungs and 1-8 Medium-size nature spirits)
Treasure/Possessions: Double Standard
A dragon attacks with its powerful claws and bite. Dragons prefer to fight in the air, staying out of reach until they have worn down their enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).
Shen lungs usually parley before combat, unless their opponents are openly hostile. When faced with opponents bent on combat, however, they fight viciously.
Fly (Su): Though wingless, shen lungs can fly magically due to a magic yellow 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.
Long Tail (Ex): A shen lung's tail is particularly long and sharply spiked. A shen lung makes tail slap attacks as if it were one size category larger than it is.
Water Breathing (Ex): A shen lung can breathe water as easily as air.
Fire Vulnerability: A shen lung takes double damage from all fire-based attacks, unless a saving throw for half damage is allowed, in which case it takes half damage on a success and double damage on a failure.
Scaly Command (Su): A shen lung can use this ability three times per day. It operates as a mass charm spell that works only on scaled animals (reptiles and fish). The shen lung's caster level is its HD. The dragon can communicate with any charmed animal as though casting a speak with animals spell.
Vermin Barrier (Su): No vermin, normal or giant, can approach a shen lung within a radius of 60 feet. This power is always in operation.
Water Fire (Su): Whenever it is touching or submerged in water, a shen 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 (4d6 for great wyrm dragons). Other lung dragons of any variety are immune to water fire. The shen lung can dispel the water fire at any time, but it is automatically dispelled by any contact with normal or magical fire. Once the shield is dispelled by fire, the shen lung cannot activate it again for 2d6 minutes.
Spell-Like Abilities: 3/day - cone of cold, control weather, ice storm; 1/day - bane, bless, horrid wilting.
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 36) 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.