Einsaung Nat

Small fey, chaotic good

Armor Class 14 (natural armor)
Hit Points 14 (4d6)
Speed 20 ft.

6 (-2) 17 (+3) 10 (+0) 13 (+1) 12 (+1) 13 (+1)

Damage Resistances fire, lightning; bludgeoning, piercing, or slashing weapons that aren’t magical or silvered
Damage Immunities poison
Condition Immunities poisoned
Skills History +3, Religion +3, Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 1 (200 XP)


  • Detect Shapechangers. An einsaung nat can sense the presence of shapechanging creatures at will by concentrating. This functions like detect evil and good, but it detects the presence of creatures with the shapechanger subtype. If the einsaung nat can see a shapechanged creature it detects, it can attempt an Intelligence saving throw with a DC equal to 10 plus the level of the spell used to change shape, or a DC of 5 plus the creature’s Challenge if it is a non-spell ability. If the save succeeds, the nat sees the creature’s true form.
  • Home Guard. When the einsaung nat casts bless inside a home where it has resided for at least 24 hours, it can affect up to six creatures and it need not concentrate to maintain the spell’s effect.
  • Innate Spellcasting. The einsaung nat’s innate spellcasting ability is Charisma (spell save DC 11). The nat can innately cast the following spells, requiring no material components:
  • Spirit of Purity. An einsaung nat is immune to disease, and it gains a +1 bonus on saving throws against spells and magical effects.
  • Tool Tinker (1/Day). An einsaung nat gains proficiency with any one tool. This proficiency remains until the einsaung nat completes a long rest.


  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 2) slashing damage.


  • Cursed Claw. When an enemy makes an attack roll, ability check, or saving throw, the nat gives that enemy disadvantage on the roll. The nat must have struck the enemy with its claw within the previous 1 minute.


These spirit creatures are vaguely humanoid and live in a sort of spiritual symbiosis with humanoid creatures, dwelling within the “spirit-world” of the Ethereal Plane much of the time in wavering reflection of mortal society on the Material Plane. Some nats are helpful and kind while others are cruel and malevolent, but all feel an ineffable kinship that tethers them to the mortal world. They seek offerings from those whose villages and cities overlap with their own, and many folk set up shrines in their houses (often on the southern portion of the home) in order to set out gifts of food or colorful offerings. These gifts may represent thankfulness or propitiation to avert a baneful nat’s wrath.

These household guardians usually have brightly colored skin, often blue, yellow, or red, with a wild shock of tangled black hair. They are short and squat, around 3 feet tall and weighing 40 pounds, with long, sharp fingernails and fangs, yet despite their somewhat monstrous appearance they are kind and friendly creatures with a special fondness for children. They enjoy gifts of fruit and nuts and offer blessings to an entire household, sometimes granting advice or answers to questions written on tiny scraps of paper scattered around the house.

Section 15: Copyright Notice

Asian Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Jason Nelson, Andrew Ha, Aurélien Lainé, Dan Dillon, Ismael Alvarez, James-Levi Cooke, Robert J. Grady, Jeff Ibach, Matt Kimmel, and Thurston Hillman

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