Lung, Tun Mi (Typhoon Dragon), Wyrm (CR 23)

Gargantuan Dragon (Spirit and Water)
Alignment: Usually neutral evil
Initiative: +0
Languages: Common, Draconic, Aquan, and Spirit Tongue


AC: 43 (-4 size, +37 natural), touch 6, flat-footed 43
Hit Dice: 37d12+370 (610 hp); DR: 20/magic
Fort +30, Ref +20, Will +28
Speed: 60 ft., fly 300 ft. (clumsy), swim 60 ft.
Space: 40 ft./15 ft.
Base Attack +37; Grapple +45
Attack: 1 bite +47, 2 claws +42, 1 slap +42, 1 crush +42, 1 tail sweep +42
Full Attack: 1 bite +47, 2 claws +42, 1 slap +42, 1 crush +42, 1 tail sweep +42
Damage: 1 bite 4d6+14, 2 claws 2d8+7, 1 slap 2d8+21, 1 crush 4d6+21, 1 tail sweep 2d6+21
Special Attacks/Actions:
Abilities: Str 39, Dex 10, Con 31, Int 24, Wis 27, Cha 26
Special Qualities: Fly, water breathing, air and water immunity, divine wind, darkness, Lightning bolt, Repulsion, Chain lightning, SR 33, Fear aura (DC 36)
Feats: #Feats: 13
Skills: Skill points: 265
Advancement: 38-39 HD (Gargantuan)
Climate/Terrain: Warm aquatic
Organization: Solitary
Treasure/Possessions: Double Standard

Source: Oriental Adventures

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 55 miles for a 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, 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 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 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 Subtype

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.

Water Subtype

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.