Nature Spirits
Nature spirits are incorporeal beings that attach themselves to some aspect of nature, be it a tree, rock, hill, mountain, or lake. The nature spirits have gender (such as the Lady of the Lake) and can reproduce, although they do so rarely. The spirits are highly protective of their chosen homes, and they often make defensive alliances with nearby good or neutral forest-dwelling humanoids.

Nature Spirit
Racial Modifiers +8 Knowledge (nature), +8 Survival
Languages Common, Sylvan
Ecology
Environment varies
Organization solitary
Treasure none
Special Abilities
Spells All nature spirits cast spells as an oracle of their hit dice, except spells are drawn from the druid list. They do not need material components or foci to cast their spells.

Small Nature Spirit (CR 1; XP 400)
N Small spirit (incorporeal)
Init +4; Senses Perception +9
Defenses
AC 18, touch 18, flat-footed 14
(+3 deflection, +4 Dex, +1 size)
hp 11 (2d8+2)
Fort +1, Ref +4, Will +5
Defensive Abilities incorporeal; Immune spirit traits; SR 6
Offense
Speed fly 100 ft. (perfect)
Melee incorporeal touch +6 (1d2 Wis drain)
Spells Known (CL 2nd; concentration +5)
1st (5/day)—cure light wounds, + any 3 others
0th (at-will)—any 5
Statistics
Str —, Dex 18, Con 12, Int 13, Wis 14, Cha 16
Base Atk +1; CMB —, CMD
Feats Alertness
Skills Bluff +8, Diplomacy +8, Fly +14, Knowledge (geography) +6, Knowledge (nature) +9, Perception +9, Sense Motive +9, Survival +10


Medium Nature Spirit (CR 3; XP 800)
N Medium spirit (incorporeal)
Init +5; Senses Perception +12
Defenses
AC 19, touch 19, flat-footed 14
(+4 deflection, +5 Dex)
hp 26 (4d8+8)
Fort +5, Ref +6, Will +7
Defensive Abilities incorporeal; Immune spirit traits; SR 9
Offense
Speed fly 100 ft. (perfect)
Melee incorporeal touch +8 (1d3 Wis drain)
Spells Known (CL 4th; concentration +8)
2nd (4/day)—cure moderate wounds, + any 1 other
1st (7/day)—cure light wounds, + any 3 others
0th (at-will)—any 6
Statistics
Str —, Dex 20, Con 14, Int 14, Wis 16, Cha 18
Base Atk +3; CMB —, CMD
Feats Alertness, Great Fortitude
Skills Bluff +11, Diplomacy +11, Fly +20, Knowledge (geography) +9, Knowledge (nature) +10, Perception +12, Sense Motive +12, Survival +11


Large Nature Spirit (CR 5; XP 1,600)
N Large spirit (incorporeal)
Init +6; Senses Perception +17
Defenses
AC 20, touch 20, flat-footed 14
(+5 deflection, +6 Dex, -1 size)
hp 66 (8d8+32)
Fort +7, Ref +8, Will +12
Defensive Abilities incorporeal; Immune spirit traits; SR 11
Offense
Speed fly 100 ft. (perfect)
Melee incorporeal touch +11 (1d4 Wis drain)
Space 10 ft.; Reach 5 ft.
Spells Known (CL 8th; concentration +13)
4th (4/day)—cure critical wounds, + any 1 other
3rd (6/day)—cure serious wounds, + any 2 others
2nd (7/day)—cure moderate wounds, + any 3 others
1st (8/day)—cure light wounds, + any 5 others
0th (at-will)—any 8
Statistics
Str —, Dex 22, Con 16, Int 15, Wis 18, Cha 20
Base Atk +6; CMB —, CMD
Feats Alertness, Great Fortitude, Iron Will, Toughness
Skills Bluff +16, Diplomacy +16, Fly +23, Knowledge (geography) +13, Knowledge (nature) +10, Perception +17, Sense Motive +17, Survival +12


Huge Nature Spirit (CR 8; XP 4,800)
N Huge spirit (incorporeal)
Init +7; Senses Perception +24
Defenses
AC 21, touch 21, flat-footed 14
(+6 deflection, +7 Dex, -2 size)
hp 114 (12d8+60)
Fort +10, Ref +11, Will +15
Defensive Abilities incorporeal; Immune spirit traits; SR 13
Offense
Speed fly 100 ft. (perfect)
Melee incorporeal touch +14 (1d6 Wis drain)
Space 15 ft.; Reach 10 ft.
Spells Known (CL 12th; concentration +18/+22 defensive)
6th (4/day)—mass cure serious wounds, + any 1 other
5th (6/day)—mass cure light wounds, + any 2 others
4th (7/day)—cure critical wounds, + any 3 others
3rd (7/day)—cure serious wounds, + any 4 others
2nd (8/day)—cure moderate wounds, + any 5 others
1st (8/day)—cure light wounds, + any 5 others
0th (at-will)—any 9
Statistics
Str —, Dex 24, Con 18, Int 16, Wis 20, Cha 22
Base Atk +9; CMB —, CMD
Feats Alertness, Combat Casting, Empower Spell, Great Fortitude, Iron Will, Toughness
Skills Bluff +21, Diplomacy +21, Fly +26, Knowledge (geography) +18, Knowledge (nature) +26, Perception +24, Sense Motive +24, Survival +13


Greater Nature Spirit (CR 13; XP 4,800)
N Huge spirit (incorporeal)
Init +8; Senses Perception +32
Defenses
AC 23, touch 23, flat-footed 15
(+7 deflection, +8 Dex, -2 size)
hp 180 (19d8+95)
Fort +12, Ref +16, Will +19
Defensive Abilities incorporeal; Immune spirit traits; SR 18
Offense
Speed fly 100 ft. (perfect)
Melee incorporeal touch +20 (1d8 Wis drain)
Space 15 ft.; Reach 10 ft.
Spells Known (CL 19th; concentration +26/+30 defensive)
9th (4/day)—any 2
8th (6/day)—mass cure critical wounds, + any 2 others
7th (7/day)—mass cure serious wounds, + any 3 others
6th (7/day)—mass cure moderate wounds, + any 3 others
5th (7/day)—mass cure light wounds, + any 4 others
4th (7/day)—cure critical wounds, + any 4 others
3rd (8/day)—cure serious wounds, + any 4 others
2nd (8/day)—cure moderate wounds, + any 5 others
1st (8/day)—cure light wounds, + any 5 others
0th (at-will)—any 9
Statistics
Str —, Dex 26, Con 18, Int 17, Wis 22, Cha 24
Base Atk +14; CMB —, CMD
Feats Alertness, Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Great Fortitude, Heighten Spell, Iron Will, Toughness, Widen Spell
Skills Bluff +29, Diplomacy +29, Fly +34, Knowledge (geography) +25, Knowledge (nature) +33, Perception +32, Sense Motive +32, Survival +14

On Porphyra
Often mistaken for elemental spirits, nature spirits have been part of the fabric of the world long before The Calling. They are not common in the Landed Territories but in any of the Native Porphyran lands they can be quite common, though somewhat aloof. They are most likely to communicate or aid druids, shamans, spiritualists, or those dedicated to the Animist philosophy.