Nature Spirit, Medium (CR 3)
AC: 13 (+3 Dex)), touch 13, flat-footed 10
Hit Dice: 4d6 (14 hp); DR: 5/cold iron
Fort +1, Ref +7, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Slam +2 melee
Full Attack: Slam +2 melee
Damage: Slam 1d3
Special Attacks/Actions: Spell-like abilities
Abilities: Str 10, Dex 17, Con 11, Int 14, Wis 16, Cha 17
Special Qualities: Local knowledge, symbiosis, SR 14 , wild empathy
Feats: Alertness; Improved Initiative
Skills: Diplomacy +12, Hide +10, Listen +12, Move Silently +10, Sense Motive +10, Spot +12, and Survival +10
Advancement: 5-7 HD (Medium-size)
Climate/Terrain: Any land
A nature spirit has two aspects - one good, one evil. The good aspect leads the nature spirit to be helpful and kind, while the evil aspect makes it savage and cruel. Most times, the two aspects coexist in a harmonic tension, neither one dominant. Spells and sacrifices can sometimes coax one aspect into dominance, however. A nature spirit whose evil aspect is dominant attacks anyone who trespasses on its territory or threatens the place or object to which its lifeforce is tied. A nature spirit attacks with its hands or other appendages. All nature spirits share certain qualities.
Spell-Like Abilities: At will - detect evil, detect good, detect magic, invisibility, plane shift (between the Spirit World and the Material Plane only), polymorph self. These abilities are as the spells cast by a sorcerer with as many levels as the nature spirit has Hit Dice (save DC 10 + spirit's Charisma modifier + spell level).
Local Knowledge (Ex): A nature spirit is intimately familiar with the natural world in the area where it lives. A nature spirit automatically has access to the information learned from the commune with nature spell, effective in an area with a radius of one mile per Hit Die the spirit possesses.
Symbiosis (Su): Each nature spirit is mystically bound to a natural feature - small spirits to a branch, small stone, or stream, medium spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island. The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 4d6 hours. If the feature to which it is bound is destroyed, the nature spirit dies.
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.