Flight orb. Though wingless, pan lungs can fly magically due to a magic red 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.
Scaly command (3/day). Each scaly creature (reptiles or fish but not other dragons) within 25ft of the pan lung are instantly charmed by the pan lung until the creature leaves the 25ft area around the pan lung. A pan lung can speak with any creature charmed by them by this power even if they don't share a language.
Water fire. When a ancient pan lung is fully submerged in water it gains an aura of ghostly fire which causes any creature to touch or make a melee attack against the pan lung to take 9 (3d6) damage. Other creatures with the water fire ability are immune to this damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The pan lung has advantage on saving throws against spells and other magical effects.
Amphibious. The pan lung can breathe air and water.
Detect thoughts. The pan lung is constantly detecting the thoughts of creatures within 5ft of them. See the spell of the same name if a creature attempts to resist.
Alternate form. Lung dragons can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph spell but allows only humanoid forms. Whilst in this form they have advantage on all checks to hide their true self.
Innate Spellcasting. The ancient pan lung's innate spellcasting ability is Wisdom (spell save DC 21). The ancient pan lung can innately cast the following spells, requiring no material components:
At will: bane, bless, charm monster, invisibility, plane shift, tiny servant
1/day: phantasmal killer
Multi attack. The ancient pan lung uses its frightful presence, makes a bite attack and two claw attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., 1 target. Hit: 22 (3d8 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., 1 target. Hit: 19 (3d6 + 10) slashing damage.
Constrict. Melee Weapon Attack: +17 to hit, reach 20 ft., 1 target. Hit: 25 (3d10 + 10) bludgeoning damage. The target is grappled (escape dc 22) Until this grapple ends, the creature is restrained, and the pan lung can't constrict another target.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Constrict Attack. The dragon makes a constrict attack.
Water fire pulse (Costs 2 Actions). Each creature that doesn't have scales within 15ft of the pan lung must make a dc 22 Constitution or take 24 (8d6) fire damage.
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