Family: Sylph

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

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