Lu Nat (CR 4)
AC: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Hit Dice: 8d6+8 (36 hp); DR: 5/cold iron
Fort +3, Ref +7, Will +6
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -1
Attack: 2 claws +5 melee, bite +3 melee
Full Attack: 2 claws +5 melee, bite +3 melee
Damage: Claw 1d6+1; bite 1d4
Special Attacks/Actions: Spell-like abilities, disease aura
Abilities: Str 12, Dex 13, Con 12, Int 7, Wis 10, Cha 11
Special Qualities: Nat qualities, Resistance to electricity 5, fire 5
Feats: Dodge; Mobility; Multiattack
Skills: Hide +12, Intimidate +11, Move Silently +12, and Spot +11
Advancement: 9-15 HD (Medium-size); 16-24 HD (Large)
Climate/Terrain: Warm forest
The lu nat delights in tearing victims with its claws and teeth, but equally enjoys spreading havoc and destruction with its spell-like and supernatural abilities.
Spell-Like Abilities: 3/day - apparition, fire shuriken, melt, stinking cloud, transfix; 1/day - water to poison, wood rot. These abilities are as the spells cast by a 10th-level sorcerer (save DC 10 + spell level).
Disease Aura (Su): Supernatural disease-aura (5-ft. radius), Fort save (DC 15); incubation period 1 day; damage 1d6 temporary Con. Unlike normal diseases, this rotting affliction continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. (see Disease)
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.