b'Lu Nat \n'b'  Medium   fey ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  47 (10d6 + 10)  Speed  20 ft.\n'b' STATS STR: 12 (+1) DEX:  13 (+1)  CON:  12 (+1)  INT:  13 (+1)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  fire, lightning; bludgeoning, piercing, or slashing weapons that aren\xe2\x80\x99t magical or silvered  Skills   Intimidation  +4,  Stealth  +4  Senses   darkvision  60 ft., passive  Perception  11  Languages  Common, Sylvan  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The lu nat\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 13). The nat can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect thoughts ,  etherealness  (self only),  hold person ,  invisibility  (self only) \n'b'  1/day each :  blight ,  dream ,  stinking cloud  \n'b'\n'b'  Rotting Aura . The lu nat is immune to disease, but any living creature coming within or beginning its turn within 5 feet of the lu nat must make a DC 12  Constitution  saving throw or become stricken with a random disease, as the  contagion  spell. In addition, this disease is magical in nature, and it does not end after 7 days unless the target has received a  remove curse ,  greater restoration , or dispel good and evil. Each time a creature fails its saving throw against the lu nat\xe2\x80\x99s Rotting Aura, they take 3d6 necrotic damage and must make an additional  Constitution  save or decrease their maximum  hit points  by the same amount. If their maximum  hit points  are reduced to 0, they die. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The lu nat makes one bite  attack  and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) slashing damage. \n'b'  Apparition of Horror . If the lu nat hits a creature twice in the same round with its claws, the target must make a DC 12  Charisma  saving throw or be disfigured into a hideous figure of whatever monstrous visage the lu nat can devise. This illusory disfigurement, from blue skin to elephantine features, rotting tusks, cracked parrot beak, or other changes, causes all allies of the target within 20 feet that witness their transformation to make a DC 12  Wisdom  saving throw or become  frightened  for 1 round. \n'b'\n'b' ABOUT \n'b' These spirit creatures are vaguely humanoid and live in a sort of spiritual symbiosis with humanoid creatures, dwelling within the \xe2\x80\x9cspirit-world\xe2\x80\x9d 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\xe2\x80\x99s wrath. \n'b' These malicious spirits represent nats who have abandoned their relationship with the living, sometimes out of spite and sometimes out of despair and horror at the loss of families and villages once under their protection. Where einsaung nats are short, squat, and colorful, lu nats are faded, pale, and gaunt, seeming almost stretched out at 6 feet tall with gangly limbs. Their hair is shorter and is matted and patchy, while their faces are curious mixes of gentle innocence and hidden menace. They mostly lurk in or near graveyards and can be appeased with regular offerings of food or tiny treasures, but the lu nat enjoys inflicting pain and spreading terror and pestilence, and it seeks any excuse to unleash death upon those in its path.'