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Sylph — Whispering Spirit of the Wind and Sky

Sylph — Whispering Spirit of the Wind and Sky
Create

SylphEthereal masters of the open sky, Sylphs are graceful air elementals who ride the winds like living whispers, unseen yet ever watchful, their moods shifting as swiftly as the clouds they command.


Appearance

Sylphs appear as translucent, humanoid figures woven from wind and light, their forms outlined by shimmering trails of mist or faint motes of azure energy. Their hair flows like drifting vapor, their eyes gleam with stormlight, and their voices carry the haunting echo of distant thunder. When fully manifest, they resemble exquisite, weightless beings with gossamer wings, leaving eddies of cool air in their wake.

Behaviour

Capricious and elusive, Sylphs move with restless curiosity, dancing through storms, whispering to birds, and observing mortals from high above. They are fiercely independent yet playful, alternately benevolent guides or mischievous tricksters depending on their mood. Though generally peaceful, a Sylph angered can become a howling gale of vengeance, quick to vanish once its ire is spent.

Habitat

Sylphs dwell in mountaintop aeries, cloud palaces, and windswept highlands, or roam freely through the upper air of the Material and Elemental Planes. They are most often encountered where the air is thin and storms are born, drawn to places of pure sky and open horizons.

Modus Operandi

When threatened, Sylphs favor evasion and misdirection, vanishing into the air or summoning gusts, lightning, and blinding mists to confound foes. They rarely fight directly, preferring to outthink or outmaneuver opponents, using flight and illusion to their advantage. Against aerial predators or hostile spellcasters, a Sylph becomes a living stormfront, lashing out with wind and static fury.

Motivation

Sylphs are driven by a yearning for freedom and knowledge, seeking to understand mortal creativity and the balance of the elements. Some serve as messengers between planes, others as guardians of sacred peaks or ancient secrets lost to the wind. Above all, they crave the exhilaration of endless sky and unbound motion—to be forever part of the breath of the world itself.

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Sylph — Whispering Spirit of the Wind and Sky
Create

Sylph – 5th Edition SRD (5esrd.com)

Medium fey, neutral good

Armor Class 13
Hit Points 27 (5d8 + 5)
Speed 30 ft., fly 50 ft.

STRDEXCONINTWISCHA
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)

Special Traits

  • 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/dayconjure minor elementals (air)
  • Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects.

Actions

  • Beat WingsMelee 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.

About

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

Sylph — Whispering Spirit of the Wind and Sky
Create

Family: Sylph

Sylph – 5th Edition SRD (5esrd.com)

Medium elemental, chaotic neutral

Armor Class 14
Hit Points 66 (12d8+12)
Speed fly 50 ft.

STRDEXCONINTWISCHA
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

SPECIAL TRAITS

  • 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.

ACTIONS

  • 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 BlastMelee 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.

ABOUT

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

Sylph — Whispering Spirit of the Wind and Sky
Create

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

XP 200
Sylph rogue 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6

DEFENSE

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

OFFENSE

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)

1/day—feather fall

STATISTICS

Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; CMB –1; CMD 13
Feats Dodge
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

SPECIAL ABILITIES

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.

Sylph Characters

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 MagicFeather 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.

ECOLOGY

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.

Sylph — Whispering Spirit of the Wind and Sky
Create

Medium elemental, typically neutral good


Armor Class 16 (natural armor)
Hit Points 94 (11d8 + 44)
Speed 0 ft., fly 90 ft. (hover)

STRDEXCONINTWISCHA
10 (+0)20 (+5)18 (+4)14 (+2)15 (+2)18 (+4)

Saving Throws Dex +8, Wis +5, Cha +7
Skills Arcana +5, Nature +5, Perception +5, Stealth +8
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities grappled, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages Auran, Common, Primordial
Challenge 6 (2,300 XP) Proficiency Bonus +3


Air Form.

The Sylph can move through a space as narrow as 1 inch wide without squeezing. It can’t pass through solid material but can slip through cracks and openings freely.

Innate Spellcasting.

The Sylph’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: gust, invisibility (self only), mage hand, minor illusion, gust of wind
3/day each: blur, call lightning, fly, mirror image
1/day each: control weather, greater invisibility

Wind Step (Recharge 5–6).

As a bonus action, the Sylph magically surges with air and moves up to 60 feet without provoking opportunity attacks, leaving behind a shimmering trail of mist.

Storm’s Grace.

While in open air under the sky, the Sylph has advantage on Dexterity saving throws and ranged spell attack rolls.


Actions

Zephyr Slash.

Melee Spell Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (3d8) slashing damage formed of cutting wind.

Tempest Burst (Recharge 5–6).

The Sylph releases a surge of wind and lightning in a 20-foot radius centered on itself. Each creature of its choice in the area must make a DC 15 Strength saving throw, taking 18 (4d8) lightning damage and being pushed up to 20 feet on a failed save, or half as much damage on a success. The area becomes difficult terrain until the start of the Sylph’s next turn.


Reactions

Gale Deflection.

When the Sylph is targeted by a ranged attack, it can summon a gust of air to interfere, imposing disadvantage on the attack roll.


Legendary Actions

The Sylph can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Sylph regains spent legendary actions at the start of its turn.

  • Zephyr Move. The Sylph moves up to half its flying speed without provoking opportunity attacks.
  • Whispering Wind. The Sylph targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn, entranced by ethereal voices.
  • Wind Lash (Costs 2 Actions). The Sylph conjures slicing air in a 10-foot-radius sphere within 60 feet. Creatures in the area must make a DC 15 Dexterity saving throw, taking 13 (3d6 + 3) slashing damage on a failed save, or half as much on a success.

Tactics

A Sylph fights like a storm given thought—swift, elusive, and fluid. It begins encounters invisible, harrying opponents from above with call lightning and gust of wind to scatter and confuse them. It avoids direct confrontation, instead relying on mobility, illusions, and precision strikes to exhaust enemies. When threatened, the Sylph uses Wind Step to retreat to open sky, reforming its strategy like shifting clouds. A Sylph never fights to the death unless defending its skyborn domain.

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