| Hit Dice: | 3d8–3 (10 hp) |
| Initiative: | +1 |
| Speed: | 30 ft. (6 squares), fly 90 ft. (good) |
| Armor Class: | 12 (+1 size, +1 Dex), touch 12, flat-footed 11 |
| Base Attack/Grapple: | +3/–2 |
| Attack: | Unarmed strike +3 melee (1d2–1 nonlethal) |
| Full Attack: | Unarmed strike +3 melee (1d2–1 nonlethal) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Spells |
| Special Qualities: | Darkvision 60 ft., greater invisibility, outsider traits, spells, spell resistance 14, summon elemental, wild empathy |
| Saves: | Fort +2, Ref +4, Will +6 |
| Abilities: | Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 17 |
| Skills: | Balance +9, Concentration +5, Escape Artist +7, Hide +11, Jump +1, Knowledge (nature) +10, Listen +9, Move Silently +7, Spot +9, Survival +9, Tumble +7 |
| Feats: | Combat Casting, Empower Spell |
| Environment: | Temperate and warm mountains |
| Organization: | Solitary |
| Challenge Rating: | 5 |
| Treasure: | Standard (gems and magic items only) |
| Alignment: | Usually neutral |
| Advancement: | 4–9 HD (Small) |
| Level Adjustment: | +5 |
Sylphs are native to the Elemental Plane of Air, but they have a liking for the scenery of the Material Plane. They often maintain homes high in the mountains, but since they love to travel, they are rarely found near their homes.
A sylph appears as a small, beautiful woman with translucent, brightly colored wings. The typical sylph prefers filmy clothing and brightly colored jewelry.
Sylphs always become invisible at the approach of strangers and remain so until they know whether there is any danger. The mere presence of danger, however, doesn’t necessarily cause them to flee; they are so naturally curious that they may linger in dangerous situations just to watch. They are generally friendly, especially to human males.
Sylphs speak Auran and Common.
Sylphs seldom engage in physical combat and usually do not carry any weapons. They depend on their spells and special abilities to protect themselves. When threatened, they often summon elementals to defend them.
Spells: A sylph can cast arcane spells as a sorcerer. Caster level = sylph’s Hit Dice + 4; spells known 7/5/3/2; spells/day 6/7/7/5; save DC 13 + spell level.
Greater Invisibility (Sp): At will, a sylph can use greater invisibility (self only).
Summon Elemental (Sp): Once per day, a sylph can use summon monster VI (caster level 12th) to summon a Large air, earth, fire, or water elemental.
Wild Empathy (Ex): This power works exactly like the druid’s wild empathy class feature. For purposes of this special quality, a sylph’s druid level is equal to her hit dice.
Source: Monster Manual II, page 192. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Improved invisibility changed to greater invisibility. Sentence added to end of wild empathy special quality for clarity.