Einsaung nat, Hkum yeng nat, Lu nat.
<Hkum yeng nat, Lu nat, Einsaung nat>
The nats are a group of lesser spirits found in tropical jungles.
They are humanoid in appearance, with brightly
colored skins and a general demonic cast.
Their hair is wild and tangled and their
hands end in long, clawed fingernails.
All have sharp, fanged teeth, although
not all rats are able to bite effectively.
All types of nats have the following abilities
which they can do at will:
become invisible,
levitate, ESP, comprehend languages, deflection, dream vision, possess
animal, detect shapechanger, quickgrowth, passwall,
and dancing blade.
They are immune to poisons and diseases.
They suffer half damage from electrical
and fire-based attacks (no damage if the saving throw is made).
All nats speak the language of their own
kind and the language of the wu jen common to their area.
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12"
HIT DICE: 2
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS:
1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
10%
INTELLIGENCE: Very
ALIGNMENT: Chaotic
good
SIZE: S
LEVEL/X.P. VALUE:
III | 113 + 2
Einsaung Nat:
This nat is a beneficial and helpful spirit if it is properly pleased by
offerings of food and small treasures.
If properly beseeched,
it takes up residence in the house.
Once settled it
acts as a benefactor and protector of the owner of the house and his family.
To have such a rat
residing in one's home is a sign of good luck.
If the nat should
ever leave, the inhabitants take this as a sign of grievous fortune or
evil to come.
The "home" of the
einsaung is always the south cornerpost of the house. Although the actual
lair is on the Ethereal Plane,
the einsaung always
centers its effects around this post. Offerings to the einsaung are always
placed
there.
The einsaung rat
have the following abilities, in addition to those listed above: become
ethereal,
<psi?>
beneficence, know
history, slow poison, detect curse, protection from evil, 10-foot radius,
and polymorph self
(all at will once
per round); omen and cure disease (once per day); dispel evil and possess
(once per week). The
einsaung also radiates
an aura which has the same effect as a bless upon the owner and family
of the house. The
radius is such that
it always covers the entire house (and any attached grounds). The einsaung
can only be hit by
weapons of + 1 or
better.
The einsaung nat
is extremely shy, preferring to remain invisible and ethereal. In times
of distress to the
owner of the house,
the einsaung rat uses its powers without revealing itself or, should this
be impossible,
possesses a person
and acts through them. They prefer to avoid combat either directly or indirectly,
and most
often aid the household
by providing advice, information (both of which mysteriously appear), and
good
fortune. The einsaung
loves to play with children, though it is shy. It reveals itself in order
to play when only
children are present.
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12" / 12"
HIT DICE: 4
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS:
2
DAMAGE/ATTACK: 1-6
/ 1-6
SPECIAL ATTACKS:
Fear
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
30%
INTELLIGENCE: Standard
<>
ALIGNMENT: Neutral
SIZE: M
LEVEL/X.P. VALUE:
V | 405 + 4
Hkum yeng nat:
This nat, although a protector, is more feared than respected for its powers.
The nat
assumes the role
of protector of an entire village, generally a village of fierce savages
as befits its nature. In the
village, it takes
residence in some central point--the head stakes of a headhunting tribe
or the main building of a
warrior tribe. Here
it is given offerings of the spoils of the tribe's battles which it carries
back to its lair on the
Ethereal Plane.
This is done to keep the hkum yang's favor, for should it grow displeased
it brings misfortune
and disaster to
the village. So long as it is properly appeased, the hkum yang assists
in the defense of the village
from attack by both
human and spirit enemies.
In addition to the
powers of all nats, hkum yang have the following abilities: purify
food and drink,
create spring, snake
summon, dispel magic, castigate, oath, hail of stones, fire rain, elemental
burst, and become
ethereal (all usable
at wilt once per round); animate fire and animate wood (three times per
day); quell and
remove curse (once
per day); and ancient curse (once per week). They can only be hit by weapons
of + 2 or
greater. They radiate
an aura of fear (10-foot radius) which causes those who fail their saving
throw vs. spell to
flee in panic for
2-5 rounds. This power only affects those who can see the hkum yang, either
because it appears
or is detected.
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 9"
HIT DICE: 8
% IN LAIR: 80%
TREASURE TYPE: Nil
NO. OF ATTACKS:
3
DAMAGE/ATTACK: 1-8/1-8/1-4
SPECIAL ATTACKS:
Disease
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
10%
INTELLIGENCE: Low
ALIGNMENT: Chaotic
evil
SIZE: M
LEVEL/X.P. VALUE:
VII | 2250 + 10
Lu nat: This
nat is totally evil and malicious, seeking to cause harm whenever possible.
Its lair is always
found in a graveyard
or cemetery, where it disturbs the rest of the dead. Fortunately it is
simple-minded and can
be appeased by offerings
of food. However, when it grows hungry it descends upon a village causing
sickness
and death until
the offerings are resumed.
In addition to the
powers of all nats, lu are able to do the following: apparition,
transfix, melt, fire
shuriken, and stinking
cloud (all at will once per round); curse and creeping darkness (three
times per day);
water to poison
and wood rot (once per day). In addition, the lu is surrounded by an invisible
cloud of disease
(10-foot diameter).
All within this cloud must make a successful saving throw vs. death each
round spent in the
cloud or become
afflicted with a rotting disease. This disease rapidly weakens the character;
causing the loss of
1 d10 hit points
per turn until cured. Until the disease is cured the victim cannot heal
naturally or benefit from
healing spells.
The lu can only be hit by + 3 weapons or better.