Disadvantages (-100):
Inconvenient Size (-10) applicable in modern human cultures only
Sleepy, 50% of the time (-20) defined as turning to stone during
daylight hours
Nocturnal (-10)
Sense of Duty, clan and protectorate (-10)
Social Stigma, monster (-30)
Secret (-20), keeping existence secret from humans in general
Advantages (+125):
+2 ST (+20)
+2 DX (+20)
Gliding (+20) with Special Enhancement of riding thermals (+5)
Claws (+15) extra +2 damage on any hand-to-hand attack
Nightvision (+10)
Natural Attack, Lightning (+35) Range 6 hexes, damage 1d6
Disadvantages (-60):
Sense of Duty, clan and protectorate (-10)
Social Stigma, monster (-30)
Secret (-20), keeping existence secret from humans in general
Advantages (+165):
Immortality (+125) includes Instant Regeneration, Unaging, and
Immunity to Disease/Poison.
Magical Aptitude 1 (+15), may be increased on an individual basis
Patron, Oberon (+25) extremely powerful individual, magic abilities,
unusual reach in time and space, appears rarely.
Other suggested Advantages might include: Morph, Invisibility,
Insubstantiality, Flight, various Natural Attacks.
Disadvantages (+65):
Duty to Oberon (-10) infrequent but all-encompassing
Vulnerability, iron, 1 level (-15) takes additional 1d6 damage
Weakness, iron, 1d6 Fatigue per minute (-20)
Secret (-20), keeping existence secret from humans in general
Buying off Disadvantages related to iron is a possible modification