# Nature Spirit, Medium >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >Melee/Ranged: +2/+5 > >Secondary: -3/+0 > >Multiattack: +0/+3 > >M/R_PA: +2/+5 > >2nd/PA: -3/+0 > >MA_PA: +0/+3 > >Itterative: 1 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 12; Dex: 15; Con: 12; Int: 14; Wis: 15; Cha: 15 > > xFeat:: 2/2 (0) > > > > > > xLang:: 0/2 (2) <div class="grid-container"><div class="MON">Medium Nature Spirit</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Oriental Adventures</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Fey (spirit) **Init** +7 **Perception** +12 #### defense **AC** 13, 13 touch, 10 flat-footed (+3 Dex) **hp** 12 (4d6) **Fort** +1, **Refl** +7, **Will** +7 **Feint** 22, **Demoralize** 17 **DR** 5/cold iron; **SR** 14 #### offense **Speed** 30 ft. **Melee** slam (1d3-2) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** local knowledge, symbiosis **Spell-Like Abilities** (CL 4th; Concentration +7) > **At will**— detect evil, detect good, detect magic, invisibility, plane shift (between the Spirit World and the Material Plane only), polymorph self #### statistics **Str** 10, **Dex** 17, **Con** 11, **Int** 14, **Wis** 16, **Cha** 17 **BAB** +2, **CMB** +2, **CMD** 15, **TA** +2, **RTA** +5 **Feats** [[Alertness]], [[Improved Initiative]] **Skills** Acrobatics +10, Diplomacy +10, Knowledge (nature) +9, Perception +12, Sense Motive +12, Sleight of Hand +10, Stealth +10, Survival +7 **Languages** #### special abilities ### Local Knowledge (Ex) A nature spirit is intimately familiar with the natural world in the area where it lives. A nature spirit automatically has access to the information learned from the commune with nature spell, effective in an area with a radius of 1 mile per Hit Die the spirit possesses. ### Symbiosis (Su) Each nature spirit is mystically bound to a natural feature - small spirits to a branch, small stone, or stream, medium spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island. The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 4d6 hours. If the feature to which it is bound is destroyed, the nature spirit dies.