Sylph (3.5e Monster)

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Author: The-Marksman (talk)
Date Created: February 2024
Status: Complete
Editing: Clarity edits only please
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The Sylph Esper

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
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.
Word of Recall (Su): While on the Material Plane, Espers can use Word of Recall at will, as the spell (cl 14th), except that it can only take them back to their home plane and also works across planar boundries and the creature can transport only itself and up to 50 pounds of objects.

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[edit]

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[edit]

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[edit]

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.


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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Facts about "Sylph (3.5e Monster)"
AlignmentAlways Chaotic Good +
AuthorThe-Marksman +
Challenge Rating4 +
EnvironmentUnderground and Warm or temperate forests +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeTiny +
SubtypeEsper + and Swarm +
TitleSylph +
TypeOutsider +