
STR 3, STA 3, AGL 0, DEX 0, FGT 8, INT 2, AWE 3, PRE 3
Powers:
Alternate Form: Morph 3 (Humanoid), Increased Action 2 Linked to Variable 3 for assumed form's traits • 30 points
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation - Aquatic) • 5 points
Damage Reduction: Immunity 60 (Bludgeoning, Piercing, Slashing), Half Effect, Limited (not immune to effects with the Magic descriptor) • 20 points
Detect Thoughts: Mind Reading 9, Effortless, Limited to Surface Thoughts, Subtle; Senses 2 (Detect Minds, Acute, Ranged) • 22 points
Frightful Presence: Perception Area Affliction 7 (Resisted by Will; Dazed & Impaired, Compelled (flees) & Disabled, Controlled (flees)), Extra Condition, Reaction, Limited (subjects who resist are immune for 24 hours) • 35 points
Immunities: Immunity 7 (Paralysis, Sleep Effects) • 7 points
Invisibility: Visual Concealment 4, Passive • 4 points
Keen Senses: Senses 3 (Darkvision, Extended Vision) • 3 points
Move: Flight 2, Alternate Effect (Swimming 4) • 5 points
Natural Armor: Protection 8 • 8 points
Natural Attacks: Array (4 points) • 6 points
• Bite: Strength-based Piercing Damage 4 • 4 points
• Claws: Strength-based Slashing Damage 2, Improved Critical • 1 point
• Tail Slap: Strength-based Bludgeoning Damage 4 • 1 point
Scaly Command: Array (50 points) • 51 points
• Summon 7, Horde, Mental Link, Multiple Minions 2 (4 minions), General Type (animals with scales), Self-Powered • 50 points
• Comprehend Animals 2, Mental Communication 4, Limited to animals with scales • 1 point
Size: Growth 2, Permanent, Innate • 5 points
Spell Resistance: Immunity 20 (Magic), Half Effect • 10 points
Spell-Like Abilities: Array (9 points) • 12 points
• Charm Monster: Perception Ranged Affliction 9 (Resisted by Will; Controlled), Insidious, Subtle, Limited to third degree, Limited (creature gets another resistance to avoid harmful orders), Resistible (Insight) • 9 points
• Bane: Burst Area Affliction 9 (Resisted by Will; Impaired), Selective, Limited degree 2, Limited to attacks and fear resistance checks • 1 point
• Bless: Burst Area 2 Enhanced Advantages 3 (Close Attack 1, Ranged Attack 1, Second Chance (Fear)), Affects Others, Selective • 1 point
• Ventriloquism: Auditory Illusion 9, Limited to normal voice or any sound that you can normally make • 1 point
Spirits of the Unfaithful: Summon 1, Controlled, Horde, Mental Link, Multiple Minions 1, Sacrifice, Broad (Humanoid) • 10 points
Tremorsense: Senses (Ranged Touch) • 1 point
Water Fire: Damage 3, Reaction, Limited to while in contact with water • 9 points
Advantages: All-Out Attack, Assessment, Chokehold, Improved Grab, Improved Hold, Improved Intiative, Languages 2 (Draconic, Spirit Tongue), Move-By Action, Precise Attack (Close Concealment), Second Chance (Surprise)
Skills: Athletics 8 (+11), Close Combat: Unarmed 2 (+10), Deception 7 (+10), Expertise: Gems 7 (+9), Insight 7 (+10), Intimidation 6 (+10), Investigation 7 (+9), Perception 7 (+10), Persuasion 7 (+10), Sleight of Hand 7 (+7), Stealth 7 (+5)
Offenses:
Initiative +4
Bite +10, Close, Damage 7
Claws +10, Close, Damage 5 (Crit 19-20)
Tail Slap +10, Close, Damage 7
Spell-Like Abilities, Varies, Varies
Defenses: Dodge 6, Parry 7, Will 8, Fortitude 10, Toughness 11
Power Points: Abilities 36 + Powers 243 + Advantages 11 + Skills 36 + Defenses 19 = 345
Descriptors: Dragon (Lóng), Magic (bite and claw attacks), Spirit, Water
Note: All wrymling, young, and very young Lóng Dragons are Yúlóng (Carp Dragon).
Pánlóng are guardian spirits, assigned by the Celestial Bureaucracy to protect crypts or temples. The guardianship of a specific location is passed down from generation to generation of pánlóng, so a single family can maintain the same lair for tens of thousands of years.
A pánlóng is a long, thin, almost serpentine dragon. As a juvenile, its scales are gray, but they quickly develop vibrant color, changing hues as the dragon matures. Various shades of red, green, and orange are the most common colors, and a natural oily secretion makes the scales gleam in sunlight. A multicolored mane surrounds its neck, and dark whiskers grow from its snout.
Pánlóng prefer to eat fruits and vegetables, often maintaining elaborate gardens that are cultivated by their minions.
Pánlóng prefer to appraise their adversaries before attacking, usually by using illusions to distract them or by ordering minions to engage them in combat. Once a pánlóng has evaluated its enemies’ performance, it attacks savagely and defends its charge to the death.











