Sylphs are a class of elemental beings associated with the air and wind. They are said to be tall, graceful creatures with translucent wings and delicate features, often depicted as genderless or androgynous. Sylphs are believed to be very powerful, capable of influencing the weather and manipulating the air around them to create gusts, breezes, and even storms.
According to legend, Sylphs are guardians of the natural world, tasked with maintaining the balance of the four elements (earth, air, fire, and water). They are sometimes thought to be intermediaries between humans and the natural world, able to communicate with both and maintain harmony between them.
Sylphs are said to be highly intelligent and curious beings, always seeking to learn and understand the world around them. They are also described as being somewhat mischievous, and have been known to play pranks on humans who cross their paths. Some stories even suggest that they can be vengeful towards those who harm the natural world or disrespect their sacred spaces.
While they are often depicted as ethereal and otherworldly, Sylphs are believed to be very connected to the physical world and the cycles of nature. They are said to have a deep reverence for the planet and a desire to protect it, working to maintain the balance of the natural world and promote sustainability.
Overall, Sylphs are seen as mysterious and powerful beings, both in the natural world and in the realm of mythology and folklore. Their grace, intelligence, and connection to the elements have made them a popular subject of art, literature, and even modern-day spirituality.
Medium fey, neutral good
Armor Class 13
Hit Points 27 (5d8 + 5)
Speed 30 ft., fly 50 ft.
|7 (-2)||16 (+3)||12 (+1)||12 (+1)||12 (+1)||16 (+3)|
Skills Perception +3
Senses passive Perception 13
Languages Sylvan, Common, Primordial
Challenge 1 (200 XP)
- Innate Spellcasting. The sylph’s innate spellcasting ability is Wisdom (spell save DC 13). The sylph can innately cast the following spells, requiring no components.
- At will: invisibility
- 1/day: conjure minor elementals (air)
- Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects.
- Beat Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage and target must make a DC 13 Strength saving throw or fall prone.
They enjoy wandering and aren’t often encountered in their lairs. These lairs are small caves on the sides of mountains, or high atop the tallest trees. Sylphs are solitary and are rarely found in groups.
Greater Good. Sylphs will often aid other creatures of good alignment. They have been known to assist adventuring parties.
Flighty Fey. These fey can walk but prefer to remain airborne. Sylphs are closely allied with air elementals and can call on their aid.
Section 15: Copyright Notice
Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood
Medium elemental, chaotic neutral
Armor Class 14
Hit Points 66 (12d8+12)
Speed fly 50 ft.
|11 (+0)||19 (+4)||12 (+1)||13 (+1)||15 (+2)||17 (+3)|
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Damage Resistances lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons
Senses passive Perception 12
Languages Auran, Common, Elvish, Sylvan
Challenge 4 (1,100 XP
- Incorporeal. The sylph’s natural state is incorporeal. It can enter a hostile creature’s space and stop there. It can also move through a space as narrow as 1 inch without squeezing. Finally, its incorporeal state makes it difficult to see, giving it advantage on all stealth checks.
- Shape Change. The sylph’s natural shape is incorporeal air. However, it is able to assume a more physical form when it chooses. Once a day, the sylph can change into its human form and back again, and once a day it can change into its bird form and back. When in these shapes (bird or the human form) they cannot interact with the physical world.
- Electrical Charge (recharge 5-6). The sylph can throw a bolt of lightning up to 20 feet at one target. Upon striking the target, the lightning then splits and arcs, striking up to 6 additional targets within 20 feet of the original target, chosen by the sylph. Each bolt does 31 (9d6) electrical damage. Each target may make a Dexterity save (DC 14), suffering full damage on a failed save and half damage on a successful one.
- Air Drink (recharge 5-6). The Sylph can touch a target and draw the breath from it. The target must be within touch range of the Sylph and may make a Constitution save (DC 14). If the save succeeds, there is no effect. If the save fails, the target is stunned. The target can repeat the save at the end of their turn, removing the stunned condition on a successful save.
- Wind Blast. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. In addition, the target must make a Strength save (DC 14 ) or be moved back 10 feet and knocked prone.
The sylph is an incorporeal creature. They dwell in the open air, generally avoiding underground or even surface-level habitats. They have no easily recognizable form, though when they move, it turns the air a slightly bluish tint. However, the sylph is able to change form into that of a waif-like human, male or female, or into that of a bird. The bird form is restricted to one specific type of bird per sylph.
For instance, a sylph able to turn into a mockingbird is not able to turn into a blue jay. In their human form, they are uncommonly beautiful, and always adorned in blue and white clothing. They appear to possess a weapon, a long spiked whip.
Reluctant Elementals. The sylph is a form of air elemental found on the material plane. They are highly intelligent, immortal creatures. Because of this, they are able to speak a variety of languages. They prefer the tongues of fey and elves over others. The sylph is extraordinarily envious of humans and elves, desiring their corporeal forms and longing for the touch of the corporeal world. For this reason, when they shape change, they change into shapes that please them.
Limited Presence. The sylph is always at least partially incorporeal, much though they would wish otherwise. They are however able to manipulate air to the point that it can interact with the physical world. When it has to, it can use this as a powerful attack.
Section 15: Copyright Notice
5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey
This pale, waifish woman, her hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute.
Sylph CR 1/2
Sylph rogue 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2
Resist electricity 5
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; CMB –1; CMD 13
Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +3, Diplomacy +4, Knowledge (local) +6, Perception +6, Sleight of Hand +7, Stealth +7, Use Magic Device +4
Languages Auran, Common, Elven, Halfling
SQ air affinity, trapfinding +1
Air Affinity (Ex)
Sylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
Sylphs are defined by class levels—they do not possess racial Hit Dice. Sylphs have the following racial traits.
- +2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
- Darkvision: Sylphs can see in the dark up to 60 feet.
- Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
- Energy Resistance: Sylphs have electricity resistance 5.
- Air Affinity: Sylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
- Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure NPC gear (leather armor, two daggers, other treasure)
Sylphs are humans whose family trees include elemental beings of air, such as djinn. They tend to be pale and thin to the point of appearing delicate, though their skinny bodies are more resilient than they look. While many can pass unnoticed through crowds of humans, sylphs display their heritage in subtle ways, and those who study them carefully sometimes notice that breezes seem to follow a sylph wherever she goes, even inside rooms with no windows.
When consumed by fits of anger or passion, these tendencies become more apparent, as winds surround the sylph and tousle her hair or knock small items from shelves. Many sylphs have complex markings on their pale flesh that resemble tiny swirling designs like blue and gray tattoos, and the most exotic of their kind have hair that twists and coils almost as if it were made of living mist.
As people, sylphs tend to be shy and reclusive, blending into crowds or skillfully avoiding those they don’t desire to meet. Yet while they often prefer to manipulate situations and avoid conflict themselves, most sylphs remain intensely curious about other people, and often go to great lengths to spy or eavesdrop on those who spark their interest (a hobby frequently referred to as “listening to the wind”).
This combined love of subterfuge and ability to slip away from any compromising situation makes sylphs perfectly suited to lives as rogues, thieves, and spies, and beneath the average sylph’s veneer of shy waifishness lies a mind that’s capable and calculating, constantly sizing up the competition and analyzing the most effective exits from any given room.Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.