Sylphide

This being resembles a very small human woman with gossamer wings.
Originally Posted by MythMage of the Dicefreaks forums.
Sylphides are strongly tied to air. In fact, they once belonged to the race of air protogenoi known as sylphs. Now, the sylphides are fey associated with breezes, cool or calm
air, static electricity, and minor air disturbances. Due to their racial history, they still feel some kinship with air elementals. They sometimes try to convince elementals to follow them in joining the natural order.
Sylphides are very curious, and are fond of physical affection (particularly from mortal males). Their curiosity will sometimes lead them into trouble. Though they prefer to live in mountains, they are found away from home more often than not.
They love to socialize almost as much as they love to explore. Though they don’t form family groups after they reach maturity (about age 800), sylphides like to keep in touch with their family members with visits every few decades and gatherings every century or so.
Sylphides who fulfill their normal life cycle live about 10,000 years.
A sylphide appears as a small, lovely human woman with translucent, brightly colored wings.
Sylphide | |
Small fey (Air) | |
Hit Dice | 4d6-4 (10 hp) |
Initiative | +1 |
Speed | 30 ft., Fly 90 ft. (good) |
Armor Class | 12 (+1 Dexterity, +1 size), touch 11, flat-footed 11 |
Base Attack/Grapple | +2/-4 |
Attack | Unarmed strike +1 melee (1d2-2 nonlethal) or spell +1 touch or spell +4 ranged touch |
Full Attack | Unarmed strike +1 melee (1d2-2 nonlethal) or spell +1 touch or spell +4 ranged touch |
Face/Reach | 5 ft./5 ft. |
Special Attacks | Spells |
Special Qualities | Airy body, damage reduction 5/cold iron, greater invisibility, Low-Light Vision, Spell Resistance 19 |
Saves | Fort +0, Ref +5, Will +7 |
Abilities | Strength 7, Dexterity 13, Constitution 8, Intelligence 15, Wisdom 16, Charisma 17 |
Skills | Concentration +6, Escape Artist +8, Hide +12, Listen +10, Knowledge (nature) +9, Knowledge (the planes) +9, Move Silently +8, Spot +10, Survival +3 (+5 in aboveground natural environments and on other planes) |
Feats | Dodge, Empower Spell |
Environment | Any mountains |
Organization | Solitary |
Challenge Rating | 4 |
Treasure | Standard |
Alignment | Usually neutral |
Advancement | 5-7 HD (Small) |
Level Adjustment | +6 |
Combat
A sylphide avoids physical combat at all costs and relies on her spells to defend herself. Sylphides rarely carry weapons.
Airy Body (Ex): A sylphide can transform parts of her body into a thin vapor which can flow away to avoid attacks. Any time that a sylphide is struck by a weapon, she may attempt a Reflex save (DC = attack roll). If she succeeds, the attack automatically misses.
Greater invisibility (Su): A sylphide remains invisible even when she attacks. This ability is constant, but the sylphide may suppress or resume it as a free action.
Spells: A sylphide casts spells as a sorcerer with a level equal to her Hit Dice.
Typical sorcerer spells known (6/7/4; save DC 13 + spell level):
- 0 – daze, detect magic, dancing lights, ghost sound, mage hand, ray of frost;
- 1st – chill touch, shocking grasp, sleep;
- 2nd – gust of wind.