Lung, T'ien (Celestial Dragon), Wyrm (CR 24)
AC: 40 (-8 size, +38 natural), touch 2, flat-footed 40
Hit Dice: 38d12+380 (627 hp); DR: 20/magic
Fort +31, Ref +21, Will +31
Speed: 40 ft., fly 300 ft. (clumsy), swim 30 ft.
Space: 80 ft./15 ft.
Base Attack +38; Grapple +51
Attack: 1 bite +47, 2 claws +42, 1 slap +42, 1 crush +42, 1 tail sweep +42, Breath weapon +47
Full Attack: 1 bite +47, 2 claws +42, 1 slap +42, 1 crush +42, 1 tail sweep +42, Breath weapon +47
Damage: 1 bite 4d8+17, 2 claws 4d6+8, 1 slap 4d6+26, 1 crush 4d8+26, 1 tail sweep 2d8+26, Breath weapon 22d10 (39)
Special Attacks/Actions: Breath Weapon 22d10 (39)
Abilities: Str 45, Dex 10, Con 31, Int 28, Wis 31, Cha 30
Special Qualities: Fly, water breathing, control weather, pyrotechnics, Suggestion, Fire storm, Sunburst, SR 34, Fear aura (DC 39)
Feats: #Feats: 13
Skills: Skill points: 348
Advancement: 39-40 HD (Colossal)
Climate/Terrain: Warm mountains
Treasure/Possessions: Double Standard
Breath Weapon (Su): A t'ien lung has one type of breath weapon, a cone of fire. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage (22d10(39)). A wyrm lung dragon's breath weapon is a cone of 70 length.
Control Weather (Sp): wyrm T'ien lungs can use this spell-like ability 22 times per day.
Fly (Su): Though wingless, t'ien 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.
Water Breathing (Ex): A t'ien lung can breathe water as easily as air.
Other Spell-Like Abilities: 3/day - fire storm, pyrotechnics, suggestion; 1/day - sunburst.
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 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 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 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.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
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.