Lung Wang (Sea Dragon), Juvenile (CR 10)
AC: 25 (-1 size, +16 natural), touch 9, flat-footed 25
Hit Dice: 17d12+68 (178 hp)
Fort +14, Ref +10, Will +12
Speed: 10 ft., swim 60 ft.
Space: 10 ft./10 ft.
Base Attack +17; Grapple +17
Attack: 1 bite +24, 2 claws +19, Breath weapon +24 ranged
Full Attack: 1 bite +24, 2 claws +19, Breath weapon +24 ranged
Damage: 1 bite 2d6+8, 2 claws 1d8+4, Breath weapon 8d10 (22)
Special Attacks/Actions: Breath Weapon 8d10 (22)
Abilities: Str 27, Dex 10, Con 19, Int 12, Wis 15, Cha 14
Special Qualities: Water breathing, scaly command, fire immunity, obscuring mist
Feats: #Feats: 6
Skills: Skill points: 23
Advancement: 18-19 HD (Large)
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or clutch (2-5)
Treasure/Possessions: Double Standard
Breath Weapon (Su): A lung wang has one type of breath weapon, a cone of steam (treat as fire damage). This breath weapon is effective both on the surface and underwater. 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. Creatures caught in the area can attempt Reflex saves to take half damage (8d10 DC 22 ). A juvenile lung dragon's breath weapon is a cone of 40 feet in length. The dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks.
Water Breathing (Ex): Lung wangs can breathe air or water freely.
Scaly Command (Su): A lung wang 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 lung wang's caster level is its HD (17-19). The dragon can communicate with any charmed animal as though casting a speak with animals spell.
Fire Immunity (Ex): Lung wangs are immune to heat and fire attacks.
Other Spell-Like Abilities: 3/day - obscuring mist.
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 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.