Monsters
AIR SPIRIT (SYLPH)
AIR SPIRIT (SYLPH)
Large sentient fey spirit (6d6)
Beings of wind and air.
STR 3 (2d6) AGI 21 (6d6) END 3 (2d6)
INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)
MAG 6 (3d6)
MELEE DEFENCE 18
RANGED DEFENCE 20
MENTAL DEFENCE 18
VITAL DEFENCE 20
HEALTH 18
SOAK 3; VULN 1d6 cold iron
IMMUNE piercing, slashing, blunt damage
INITIATIVE 6d6
PERCEPTION 6d6
FLY+ 10; CLIMB -; JUMP -
CARRY 30lb (max lift 150lb)
REACH 5-ft
ACTIONS 3 (two on its INITIATIVE, one 10 counts later)
Airblast 6d6 (3d6 blunt damage; cone 3)
Skills combat 6 (3d6), perception 3 (2d6), movement 21 (6d6), reactions 1 (1d6)
Tornado. The air spirit can spend both its actions to spin, generating a tornado with a 10' radius. Anybody who enters or stars their turn in the tornado is subject to a 6d6 vital attack, or take 3d6 blunt damage and be knocked prone.
Amorphous. The air spirit can fit through any gap, changing its shape at-will.
Hard-to-see. Air spirits are made of air, and thus largely transparent. They are not bound by their maximum dice pool when using stealth. When stationary, an air spirit is invisible.