Sylph (3.5e Monster)
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A tiny wind pixie that makes its home in forests and other places of natural beauty. A Sylvan spirit for whom the winds are blades. They resemble humanoid leaf vegetables, with green coloration, looking like they came from plant-like pods. They have functional wings, seem to be using flight as their main form of locomotion and hovering when stationary.
This small fairy has butterfly wings and they are garbed in a green dress made of leaves. In addition, her hair is comprised of two leaves that are tied in a high bun by a piece of tiny vine. and wields a staff. In addition, they have Faye-like hands, but their legs appear to be made of tree twigs.
Sylph | |
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Size/Type: | Tiny Outsider (Esper, Swarm) |
Hit Dice: | 4d12 - 8 (40 hp) |
Initiative: | +9 |
Speed: | 15 ft, fly 50 ft (good) |
Armor Class: | 21 (9 Dex, +2 size), touch 19, flat-footed 12 |
Base Attack/Grapple: | 4/-6 (4 BAB, -2 Str, -8 size) |
Attack: | Swarm (1d4) |
Full Attack: | Swarm (1d4) |
Space/Reach: | 5 ft/0 ft |
Special Attacks: | Osmose, Spell-like Abilities, Whisperwind
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
Saves: | Fort +4, Ref +15, Will +8 |
Abilities: | Str 5, Dex 28, Con 7, Int 12, Wis 18, Cha 15 |
Skills: | Diplomacy +9, Escape Artist +16, Handle Animal +11, Heal +11, Hide +16, Listen +13, Move Silently +16, Sense Motive +11, Spot +13 |
Feats: | Alertness, Lightning Reflexes |
Environment: | Underground and Warm or temperate forests |
Organization: | 3 (Zephyr) |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Always Chaotic Good |
Advancement: | — |
Level Adjustment: | — |
Sylph are generally reserved and shy when not in combat. The Sylph are excellent at hiding, but not as great at remaining quiet. Often cauing people to say things like: Is someone out there? Are they hiding from us? When they do reveal themselves, they are tiny plant-like faeries that stand approximately a foot tall and
They speak an idiosyncratic form of the common language most notable for its lack of traditional pronouns. Sylphs replace first and third person pronouns with constructions such as "this one" (I/me) or "those ones" (they/them). Second, and sometimes third, person pronouns, as well as names in most contexts, are replaced with similar constructions using adjectives, such as "walking one" for any individual of the player-character races, or "trusted one," "cheerful one," or "nasty ones" for individuals of those descriptions.
Combat
An Esper that employs the lingering life force of windswept leaves to drain enemies. They then use that power to heal the High Summoner and their allies.
Special Attacks
Osmose: As a standard action, the Sylphs spin and twirl around each other in a random pattern which generates a small amount of various green, blue, teal and white lights. After a moment a quick strong breeze pushes from behind the Sylph, carrying the lights forward in a straight 30 ft line to attack the first target it touches. That creature must make a successful Reflex save (DC = High Summoner's level + Sylph's Dexterity modifier {9} ) or take 1d8 damage. The amount of damage taken by the creature is then given as healing to a single ally of the High Summoner's choosing.
Spell-like Abilities: 3/day Feather Fall, Message. 1/day Faerie Fire When summoned by a 4th level or higher High Summoner, Sylph may cast Invisibility 1/day. The save DCs = 10 + ½ High Summoner Class level + Sylph's Wisdom modifier. Caster level is equal to the High Summoner's Class level (minimum of 1st). Any save DC are Wisdom based.
Overdrive
Whisperwind: As a full round action, the Sylphs spin and twirl around each other in a random pattern which generates a large amount of various green, blue, teal and white lights. After a moment a quick strong breeze pushes from behind the Sylph, carrying the lights forward in a 30 ft cone. Every enemy in the cone must succeed at a Reflex save (DC = 10 + ½ High Summoner's Class level + Sylph's Dexterity modifier {9} ) or take 2d8 damage. All damage dealt is totaled up and then divided evenly as healing between all allies within 100 feet of the High Summoner. Any odd amount of healing is given to the ally with the most hit points missing after the initial heal.
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Alignment | Always Chaotic Good + |
Author | The-Marksman + |
Challenge Rating | 4 + |
Environment | Underground and Warm or temperate forests + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Tiny + |
Subtype | Esper + and Swarm + |
Title | Sylph + |
Type | Outsider + |