Nat, Lu

Lu Nat CR 4

XP 1,200
CE Medium fey
Init +5; Senses low-light vision; Perception +11


AC 13, touch 13, flat-footed 10 (+1 Dex, +1 dodge, +1 deflection)
hp 45 (10d6+10)
Fort +5, Ref +9, Will +9
DR 5/silver; Immune disease, poison; Resist electricity 5, fire 5; SR 15


Speed 20 ft.
Melee bite +8 (1d6+1), 2 claws +8 (1d6+1 plus apparition of horror)
Special Attacks apparition of horror (DC 16)
Spell-Like Abilities (CL 10th)


Str 12, Dex 13, Con 12, Int 13, Wis 12, Cha 13
Base Atk +7; CMB +8; CMD 19
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (claw), Step Up
Skills Escape Artist +11, Intimidate +8, Knowledge (history) +8, Knowledge (religion) +8, Perception +11, Stealth +11, Use Magic Device +11
Languages Common, Sylvan


Apparition of Horror (Su)

If the lu nat hits a creature twice in the same round with its claws, the target must make a DC 16 Will saving throw or be disfigured into a hideous figure of whatever monstrous visage the lu nat can devise for 1 minute. 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 to become shaken for 1 round (DC 16 Will negates). Allies of the disfigured creature that remain within 20 feet must save again each round to avoid becoming shaken, but once they succeed on their save they are immune to that apparition of horror, though they may have to save again if another ally is likewise disfigured. The save DC is Charisma-based.

Rotting Aura (Su)

Any living creature coming within or beginning its turn within 5 feet of the lu nat must make a DC 16 Fortitude saving throw or become stricken with filth fever, as the contagion spell. In addition, this disease is magical in nature, and successful saves do not count toward a cure for the first 7 days unless the target has received a remove curse.

Unearthly Grace (Su)

A lu nat adds its Charisma modifier as a racial bonus on all its saving throws, and as a deflection bonus to its Armor Class.


Environment Any
Organization solitary, pair, or gang (2-4)
Treasure standard

This sallow-skinned humanoid has long, gangly arms and legs and a gaunt, nearly skeletal torso. Its features are broad and coarse, with knobby joints and scraggly hair.

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.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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