Sylph Species in The True Dark Ages | World Anvil

Sylph

Sylph CR: 1

Tiny fey, chaotic good
Armor Class: 15
Hit Points: 5 1d6+2
Speed: 10 ft , fly: 40 ft

STR

3 -4

DEX

20 +5

CON

8 -1

INT

10 +0

WIS

14 +2

CHA

20 +5

Skills: Perception +2, Stealth +7, Persuade +6
Senses: Darkvision 60 ft, passive Perception 15
Languages: Sylvan
Challenge Rating: 1

Innate Spellcasting. The sylph's innate spellcasting ability is Charisma (spell save DC12). It can innately cast cast the following spells, requiring no material components to cast.

At will: Druidcraft.

1/day: Confusion, Dancing Lights, Detect Evil and Good, Dispel Magic, Animal Friendship, Entangle, Fly, Polymorph, Sleep.


Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects.   Boost Ally. Once per encounter, the sylph can actively boost one ally, giving them a +1 to any AC, DC, Saving Throw or Stat roll.

Actions

Blast. Ranged Weapon Attack +5 to hit, range 15/30 ft, one target. Hit 3 1d6 force damage.

Reactions

Misdirect (Recharge 5-6). The sylph has the ability when a creature makes an attack to confuse it, causing the attack to miss and do no damage.

Sylph are tiny Fey with gossamer wings, a curious nature, outgoing, and a love of flying. They are sometimes thought of as being fairies of the air, and linked to the air elements. They build their small communities high up on rocky outcrops, and in the higher branches of trees. It is remarked by many mortals that many of the sylph are beautiful to behold, and many of them play up to this, in style, action, and even deed if they can get away with it (some creatures who have interacted with them say they can even be very flirtatious by nature). With this trait and their outgoing personalities they will go out of their way to befriend other creatures, something they readily take to. They do, though, try to avoid openly evil destructive & violent species, as they feel these creatures would tear down everything and anything of considerable beauty.   Each Sylph will defend themselves as best they can using a mix of destructive magic, misdirection, and boosting of allied creatures to defend themselves, and others they hold worthy. Because of this they can be found in many regions & settlements of other creatures who they like to interact with, or are curious about. They sometimes aid warriors of various types, druids, rangers, clerics, and wizards.   When found by themselves there is usually a colony of 100+ living in an area, and if found alone there is usually a settlement of their own kind within earshot. A massed attack of them might appear absurd at first, but with their innate magical attack, speed & agility, and ability to buff up each other this can be quite a shock.

Suggested Environments

Settlements, forests, rocky & mountainous terrain.


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