Medium elemental, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 39 (6d8+6)
Speed fly 50 ft./30 ft. (corporeal form ground speed)

15 (+2) 18 (+4) 12 (+1) 16 (+3) 15 (+2) 12 (+1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, thunder
Senses blindsight, passive Perception 14
Languages Auran, Elven, Gnomish, Sylvan
Challenge 3 (700 XP)

Special Traits

  • Incorporeal Movement. The sylph can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Translucent Form. The sylph gains advantage on stealth checks, and attacks against the sylph suffer disadvantage unless the attacking creature has blindsight


  • Multiattack. The sylph makes 2 attacks, in any combination it chooses.
  • Air Drink (Recharge 5-6). Melee Touch Attack: +6, 1 target, reach 5 ft. Hit: Victims must make a DC 15 Constitution save or suffer 1 level of exhaustion.
  • Corporeal Form. 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 a bird form and back. When in these shapes they lose their translucent form and incorporeal movement.
  • Electrical Charge. A chain of electrical energy arcs through the air in a 20 foot line. Anyone in the line is struck. Victims must make a successful DC 15 Dexterity save or suffer 8 (2d8) points of damage. A successful save reduces the damage by half. This electrical charge appears as a spiked whip.
  • Wind Blast. Each creature in a 15-foot cone originating from the sylph must make a DC 15 Constitution saving throw. On a failed save, a creature is pushed 10 feet away and knocked prone. On a successful save, the creature isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away by the wind’s effect.


The sylph is an incorporeal creature. They dwell in the open air, generally avoiding underground or even surface level habitats.

They have no form that is easily recognizable, 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 mocking bird 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.

Fey 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 corporal forms and longing for the touch of the corporal world. For this reason, when they shape change, they change into shapes that please them.

Incorporeal Combatants. The sylph attacks from her incorporeal form first. They approach an intended target until they are almost upon them. Then they strike with air drink, attempting to disorient the victim. They follow up with a battery of wind blasts and electrical charges.

Section 15: Copyright Notice

Upon the Powder River, Copyright 2018, Troll Lord Games, Author Stephen Chenault.

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