Hkum Yeng Nat (CR 3)
AC: 20 (+1 Dex, +9 natural) touch 11, flat-footed 19
Hit Dice: 4d6 (14 hp); DR: 5/cold iron
Fort +1, Ref +5, Will +4
Speed: 30 ft., fly 30 ft. (average)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: 2 claws +2 melee
Full Attack: 2 claws +2 melee
Damage: Claw 1d6
Special Attacks/Actions: Spell-like abilities, fear aura
Abilities: Str 10, Dex 13, Con 10, Int 9, Wis 10, Cha 13
Special Qualities: Nat qualities, Resistance to electricity 5, fire 5
Feats: Alertness; Dodge
Skills: Bluff +8, Diplomacy +3, Hide +8, Intimidate +10, Listen +6, Move Silently +8, and Spot +5
Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)
Climate/Terrain: Warm forest
A hkum yeng commands mighty elemental forces, which it prefers to unleash from hiding. If its enemies withstand such assaults, it reveals itself and fights with its claws.
Spell-Like Abilities: At will - bane, castigate, create spring, dispel magic, elemental burst, fireball, hail of stone, oath, purify food and drink, summon nature's ally III (viper or constrictor only); 3/day - animate fire, animate wood; 1/day - remove curse. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level).
Fear Aura (Su): A hkum yeng constantly radiates an aura of fear in a 10-foot radius. The aura affects only creatures who are aware of the nat's presence, but it is otherwise identical to a fear spell cast by a 5th-level sorcerer (save DC 12). If the save is successful, that creature cannot be affected again by that hkum yeng's fear aura for one day.
Nats share a selection of spell-like abilities, immunities, and resistances.
Spell-like Abilities: All nats can use the following spell-like abilities: at will - comprehend languages, dancing blade, detect thoughts, discern shapechanger, dream, ethereal jaunt (self and up to 50 pounds of objects only), invisibility, levitate, passwall, possess animal, and shield of faith.
Immunities: Nats are immune to poison and disease.
Resistances: Nats have electricity and fire resistance 20.
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.