Einsaung Nat (CR 1)

Small Fey (Spirit)
Alignment: Always chaotic good
Initiative: +7 (+3 Dex, +4 Improved initiative); Senses: Listen +4 and Spot +3
Languages: Common and the Spirit Tongue

AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 2d6 (7 hp); DR: 5/cold iron
Fort +0, Ref +6, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -5
Attack: Bite +0 melee
Full Attack: Bite +0 melee
Damage: Bite 1d3-2
Special Attacks/Actions: Spell-like abilities, bless aura
Abilities: Str 6, Dex 17, Con 10, Int 11, Wis 12, Cha 13
Special Qualities: Nat qualities, Resistance to electricity 5, fire 5
Feats: Improved Initiative
Skills: Craft (any +5, Diplomacy +6, Hide +12, Knowledge (Local) +5, Listen +4, Search +5, and Spot +3
Advancement: 3-6 HD (Small)
Climate/Terrain: Warm forest
Organization: Solitary
Treasure/Possessions: None

Source: Oriental Adventures

Einsaung nats avoid combat as all costs.

Spell-Like Abilities: At will - detect curse, magic circle against evil, polymorph self, slow poison; 1/day - divination, remove disease; 1/week - dispel evil, possess. These abilities are as the spells cast by a 5th-level sorcerer (save DC 11 - spell level).

Bless Aura (Su): An einsaung nat constantly radiates an aura that covers the house where the creature resides. This aura bestows the effects of a bless spell on the residents of the house.

Nats share a selection of spell-like abilities, immunities, and resistances.

Spell-like Abilities: All nats can use the following spell-like abilities: at will - comprehend languages, dancing blade, detect thoughts, discern shapechanger, dream, ethereal jaunt (self and up to 50 pounds of objects only), invisibility, levitate, passwall, possess animal, and shield of faith.

Immunities: Nats are immune to poison and disease.

Resistances: Nats have electricity and fire resistance 20.

Spirit Subtype

Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.