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Sylph (Cawood Publishing)

Medium fey, neutral good

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

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.
  • Magic Resistance. The sylph has advantage on saving throws against spells and other magical effects.


  • Beat Wings. Melee 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.


Sylphs are very beautiful winged creatures that dwell in aerial places.

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

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