Nat

Squat, fanged, brightly colored house and village spirits, nats bless the families who feed them and bring ruin, curses, or plague on those who forget their offerings.

Setting: Kara-Tur · Sources: MC6 Kara-Tur Appendix

Appearance

Nats are minor spirits shaped like small, stocky humanoids with red, blue, or yellow skin, wild matted hair, long clawlike nails, and sharp fangs. They speak their own tongue and those of the eastern sorcerers in their region.

Combat

Every nat has a shared kit of at-will powers: dancing blade, passwall, ESP, become invisible, quickgrowth, levitate, deflection, possess animal, comprehend languages, dream vision, and detect shapechanger. Poison and disease do not touch them, and fire and electricity deal half damage, or none on a successful save.

Einsaung Nat

The commonest nat. At will it adds polymorph self, know history, become ethereal, detect curse, beneficence, slow poison, and a 10-foot-radius protection from evil. Daily it may divine an omen and cure disease; weekly, possess a victim and dispel evil. A bless aura covers the household that hosts it, house and grounds alike. Weapons below +1 cannot harm it.

Shy, it hides invisible and ethereal, but if its family is endangered it possesses someone to act. Usually it helps through mysteriously appearing advice and news, and good luck. Food and trinkets draw one in; neglect drives it off, a sign of bad times ahead. It haunts the southern cornerpost, though its true lair is ethereal. It loves fruit, nuts, and small children, and may appear to play with them.

Hkum Yeng Nat

Guardian of a whole village, often a fierce headhunting tribe, it dwells at a central spot such as the trophy stakes. Once per round, at will, it may use fire ruin, create spring, oath, dispel magic, hail of stones, purify food and drink, castigate, elemental burst, snake summon, or become ethereal. Thrice daily it can animate wood or animate fire, daily remove curse or quell, and weekly lay an ancient curse. Anyone who enters its 10-foot fear aura and perceives it saves vs. spell or flees for 2-5 rounds. It takes harm only from +2 or better weapons. Slighted, it brings disaster and death.

Lu Nat

Purely spiteful, this graveyard spirit hurts anyone it can, though food offerings can appease it. Thrice daily it can use stinking cloud, melt, apparition, fire shuriken, and transfix, and daily wood rot and water to poison. Weapons below +1 pass harmlessly through it. An unseen 10-foot cloud of sickness surrounds it: each round inside, a victim saves vs. death or catches a rot that drains 1-10 hit points every round until cured and blocks natural healing and healing spells.

More: Monsters starting with N · Kara-Tur monsters · All monsters A-Z

Statistics

Einsaung NatHkum Yeng NatLu Nat
Climate/TerrainTropical jungleTropical jungleTropical jungle
FrequencyRareVery rareRare
OrganizationSolitarySolitarySolitary
Activity CycleAnyAnyAny
DietOmnivoreOmnivoreOmnivore
IntelligenceVery (11-12)Average (8-10)Low (5-7)
TreasureNilNilNil
AlignmentChaotic goodNeutralChaotic evil
No. Appearing111
Armor Class20-2
Movement1212, Fl 12 (C)9
Hit Dice248
THAC0191713
No. of Attacks123
Damage/Attack1-61-6/1-61-8/1-8/1-4
Special AttacksNilFearDisease
Special DefensesSee belowSee belowSee below
Magic Resistance10%30%10%
SizeS (3' tall)M (4' tall)S (6' tall)
MoraleSteady (11)Elite (13)Elite (13)
XP Value9753,0008,000