SYLPH

Medium-Size Fey (Air)

Hit Dice: 3d6+3 (13 hp)

Initiative: +2 (Dex)

Speed: 30 ft, fly 60 ft (good)

AC: 12 (+2 Dex)

Attacks: Dagger +1 melee

Damage: Dagger 1d4

Face/Reach: 5 ft by 5 ft/5 ft

Special Attacks: Spell-like abilities

Special Qualities: SR 21, low-light vision

Saves: Fort +4, Ref +5, Will +8

Abilities: Str 10, Dex 14, Con 12, Int 16, Wis 16, Cha 18

Skills: Concentration +7, Craft (any one) +7, Escape Artist +4, Heal +7, Hide +6, Knowledge (any one) +7, Listen +11, Move Silently +6, Sense Motive +6, Spellcraft +7, Spot +11, Wilderness Lore +7

Feats: Alertness, Dodge, Great Fortitude, Iron Will

 

Climate/Terrain: Any mountain

Organization: Solitary
Challenge Rating:
7

Treasure: No coins; double goods; 50% items

Alignment: Always neutral good

Advancement: 4-9 HD (Medium-size)

 

Sylphs make their home in the aerial reaches of the world, and are fond of flying about, taking in the beauty of nature. They rarely ever contact the ground, and if one is indeed encountered, she is likely to be far away from her home.

   The sylphs are very beautiful creatures akin to the nymphs. They have wings, 4-5 feet long and translucent, similar to that of dragonflies. Their hair is always long and flowing and varies in color from brown or blonde to green or purple.

   Sylphs speak Auran, Common, and Sylvan.

 

COMBAT

Sylphs avoid combat whenever possible, fleeing when confronted by intruders or imminent danger. If she cannot escape, a sylph will defend herself using her spells and make her escape as soon as possible.

   Spell-Like Abilities: At will, invisibility (self only), levitate; 1/week—summon a Large 8 HD air elemental. They can also replicate sorcerer spells as 7th-level casters (save DC 14 + spell level).

 

 

The Sylph first appeared in the 1e MM  (Gary Gygax, 1977).