Elementals

Oread

Large sentient fey spirit (6d6)
STR 21 (6d6) AGI 3 (2d6) END 15 (5d6)INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)MAG 3 (2d6)
MELEE DEFENCE 22RANGED DEFENCE 10MENTAL DEFENCE 12VITAL DEFENCE 26
HEALTH 60SOAK 12 (ranged 24) ; VULN 1d6 cold ironIMMUNE blunt damage
INITIATIVE 2d6PERCEPTION 3d6SPEED 3; EARTHGLIDE 6; CLIMB 2; JUMP 6'/6'CARRY 300lb (max lift 750lb)
REACH 5-ftACTIONS 2
🅜 Slam 6d6 melee (3d6+5 blunt damage)🅥 Quake 5d6 vital (1d6 blunt damage; burst 3; prone)
Skills combat 3 (2d6), perception 1 (1d6)

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Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.  
Mighty Blow. Make one attack roll and do damage for two attacks (6d6+10) in one attack, using two actions. This means SOAK only applies once.
Quake. The creature slams a foot, fist, or tail on the ground, shaking the area within 3 squares. The creature makes an attack against everybody within the area, knocking targets prone and doing 1d6 damage to them.
Monumental. The creature has SOAK 24 against ranged weapons.
Earthglide. The spirit can move through rock and earth at a SPEED of 6.

Salamander

Large sentient fey spirit (6d6)        
STR 0 (0d6) AGI 10 (4d6) END 3 (2d6)INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)MAG 15 (5d6)
🅐 Fiery aura. Any creature which begins its turn adjacent to the fire spirit takes 1d6 fire damage. Any creature which makes an unarmed attack against it takes 2d6 fire damage.
MELEE DEFENCE 10RANGED DEFENCE 14MENTAL DEFENCE 24VITAL DEFENCE 14
HEALTH 18SOAK 3 (incorporeal); VULN noneIMMUNE all physical conditions
INITIATIVE 6d6PERCEPTION 6d6 superior darksight, lifesenseSPEED 6; CLIMB 3; JUMP 12'/0'CARRY 30lb (max lift 0lb)
REACH 5-ftACTIONS 2
🅡 Firebolt 5d6 ranged (3d6 fire damage; range 9; burning)
Skills combat 6 (3d6), perception 3 (2d6), movement 21 (6d6), tactics/reactions 3 (2d6), social skill 4 (2d6), magical skill 1 (1d6)

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                                                          Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.    
Amorphous. Fire spirits are made of fire, and as such are immune to critical hits, any attacks or exploits which require targeting a specific hit location, and flanking, and cannot be grabbed or restrained.
Combust. A fire spirit inflicts the Burning condition with a successful attack.
Immersion.  When immersed in water, a fire spirit takes 2d6 damage per round and cannot regenerate.

Sylph

Large sentient fey spirit  (6d6)
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 18RANGED DEFENCE 20MENTAL DEFENCE 18VITAL DEFENCE 20
HEALTH 18SOAK 3; VULN 1d6 cold ironIMMUNE piercing, slashing, blunt damage
INITIATIVE 6d6PERCEPTION 6d6FLY+ 10; CLIMB -; JUMP -CARRY 30lb (max lift 150lb)
REACH 5-ftACTIONS 3 (two on its INITIATIVE, one 10 counts later)
🅥 Airblast 6d6 vital (3d6 blunt damage; cone 3)
Skills combat 6 (3d6), perception 3 (2d6), movement 21 (6d6), reactions 1 (1d6)       

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Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.  
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.

Undine

Large sentient fey spirit (6d6)        
STR 0 (0d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MELEE DEFENCE 13RANGED DEFENCE 11MENTAL DEFENCE 20VITAL DEFENCE 17
Amorphous. Water spirits are made of water, and as such are immune to critical hits, any attacks or exploits which require targeting a specific hit location, and flanking, and cannot be grabbed or restrained.
HEALTH 30SOAK 5; VULN noneIMMUNE blunt attacks
INITIATIVE 4d6PERCEPTION 4d6 superior darksight, lifesenseSPEED 5; SWIM 10; CLIMB 3; JUMP 12'/0'CARRY 60lb (max lift 0lb)
REACH 5-ftACTIONS 2
🅜 Wave 4d6 melee (2d6 blunt damage; reach 10’; constrict)   
Constrict. A medium or smaller creature hit by a water spirit's wave attack is grabbed. The spirit can only grab one target at a time. Grabbed targets can be pulled into the spirit with a second attack, at which point the victim starts drowning and must form a drowning countdown pool
Skills combat  3 (2d6), stealth 6 (3d6)Gear -

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Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.    .
Immersion.  When immersed in water, a water spirit is completely invisible.