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From Myanmar mythology.


Small, Medium or Large fey (yokai), any chaotic (by type)
Armor Class 17 (Natural Armor)
Hit Points 66 (12d6 + 24)
Speed 30 ft.
STR      DEX     CON     INT      WIS     CHA
19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2)
Skills Perception +5, Stealth +4
Damage Resistances Fire, Lightning; bludgeoning, piercing and slashing from nonmagical attacks that are not crystal.
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 60 ft., passive Perception 15
Languages Nat
Challenge 4 (1,100 XP)

Innate Spellcasting. The nat’s innate spellcasting ability is Charisma (spell save DC 12). The nat can innately cast the following spells, requiring no material components:


Bite. Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Possess Animal. One beat that the nat can see within 5 feet of it must succeed on a DC 12 Charisma saving throw or be possessed by the nat; the nat then disappears, and the target is incapacitated and loses control of its body. The nat now controls the body but doesn’t deprive the target of awareness. The nat can’t be targeted by any attack, spell, or other effect, except ones that affect spirits directly (like rebuke spirit), and it retains its alignment, Intelligence, Wisdom, Charisma, and its immunities and resteces. It otherwise uses the possessed animals’s statistics.

The possession lasts until the body drops to 0 hit points, the nat ends it as a bonus action, or the nat is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the nat reappears in an unoccupied space within 5 feet of the animal. The target is immune to this nat’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.


The nats are a group of lesser spirits who resemble small, squat humanoids. They have brightly colored skins — usually red, blue, or yellow. Their hair is wild and tangled, and their hands end in long, clawed fingernails. All have sharp fangs.

Nats speak the language of their own kind, as well as the languages of any wu jen they are friendly with in their area. Nats have many traits in common but there are different types which modify the base creature.

Einsaung Nat

An einsaung is the most common form of nat and is always chaotic good. In addition the combat abilities above, it has the following additional traits:

The einsaung is extremely shy, preferring to remain invisible and ethereal. When the family of the house it occupies is threatened, the einsaung uses possess to inhabit a person and act through his body. Einsaung most often aid their households by providing advice, information (both of which mysteriously appear), and good fortune.

If a family offers food and small treasures to encourage it, an einsaung will move into the family’s house and act as a protector. If the spirit is not honored and fed regularly, it may decide to leave. (The family will consider this loss a sign of bad luck to come.) The nat’s “home” is always the southern cornerpost of the house. Although its actual lair is on the Ethereal Plane, the einsaung always centers its activities around this post.

Though shy, einsaung sometimes reveal their true forms in order to play with small children, whom they adore. The spirits enjoy all types of food, especially fruit and nuts.

Hkum Yeng Nat

In addition to the powers common to all nats, hkum yeng have the following abilities.

  • Size Medium
  • Hit Points 78 (12d8 + 24)
  • Alignment neutral
  • Speed 30 ft., fly 30 ft.
  • Aura of Fear. A hkum yeng radiates an aura of fear with a 10-foot radius. Those who enter this aura and see or detect the spirit must make DC 12 Wisdom saving throw or become frightened for 1 minute.  While frightened the target uses its a Dash action to run away.
  • Innate Spellcasting. In addition to the base creatures spells, the hkum yeng can cast the the following spells innately

This lesser spirit protects an entire village — usually a village of fierce savages. The hkum yeng takes up residence at some central point, such as the head stakes of a headhunting tribe. If the villagers neglect their offerings or otherwise offend the spirit, the hkum yeng brings misfortune and death.

Lu Nat

This nat is single-mindedly malicious, seeking to cause harm whenever and wherever possible. It makes its lairs in graveyards and can be appeased by offerings of food. In addition to the powers of all nats, a lu nat can has the following additions/changes:

  • Size Medium
  • Hit Points 78 (12d8 + 24)
  • Alignment chaotic evil
  • Speed 20 ft.
  • Aura of Disease. An invisible cloud of disease with a 10-foot diameter surrounds this spirit. Each creature that starts its turn in the aura, must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. An infected victim cannot heal naturally or benefit from healing spells.
  • Innate Spellcasting. In addition to the base creatures spells, the hkum yeng can cast the the following spells innately
    • 3/Day: apparition, transfix, melt, fire shurikenstinking cloud
    • 1/Day: water to poison, wood rot

Banner Credit: Richard Sardhinha, (c) WOTC.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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