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Sylio

A short, bluish serpent slithers near you. Tiny beads of frost form on its skin, and then break off.

Sylio are creatures of elemental cold that were stranded on the Material Plane ages ago. They feed
on heat, sucking it from what is nearby.

Sylio measure about 4 feet long, and weigh about 40 pounds.

Sylio do not speak, but they understand lauguage.

Small Elemental (Cold)
Hit Dice6d8+18 (45 hp)
Initiative+3
Speed30 ft., Swim 20 ft.
Armor Class18 (+1 size, +3 Dexterity, +4 natural)
Base Attack/Grapple+4/+1
AttackBite +8 melee (1d4+1 +1d4 cold +poison)
Full AttackBite +8 melee (1d4+1 +1d4 cold +poison)
Space/Reach5 ft./5 ft.
Special AttacksCold, poison
Special QualitiesDamage reduction 2/-, Darkvision 60 ft., elemental traits, immunity to cold, immunity to fire, Low-Light Vision
SavesFort +8, Ref +5, Will +2
AbilitiesStrength 12, Dexterity 17, Constitution 17, Intelligence 4, Wisdom 11, Charisma 7
SkillsHide +11, Move Silently +8, Swim +9
FeatsAbility Focus (Poison), Dodge, Weapon Finesse
EnvironmentWarm land
OrganizationSolitary
Challenge Rating4
TreasureHalf standard
AlignmentOften neutral
Advancement7-18 HD (Small)
Level Adjustment

Combat

Sylio attack from surprise, using their virulent venom to incapacitate opponents.

Cold (Su) The body of a sylio sucks the heat from nearby objects. Anything a sylio hits with a natural weapon takes an additional 1d4 points of cold damage.

Poison (Ex) On a successful bite attack, a sylio injects a paralytic toxin into its target. Initial and secondary damage 1d4 Dexterity. Fortitude save DC 18 to negate. The saving throw DC is Constitution-based.

Skills A sylio has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line.

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