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Homebrew, Monster Manual II (3.5e) 2002

Sylph CR: 3

Small elemental, usually neutral
Armor Class: 15 (Mage Armor)
Hit Points: 15 (4d6 - 4) 4d6-4
Speed: 30 ft , fly: 90 ft

STR

8 -1

DEX

15 +2

CON

8 -1

INT

15 +2

WIS

16 +3

CHA

19 +4

Saving Throws: Dexterity +4, Concentration +0, Charisma +6
Skills:

Animal Handling +6, Sleight of Hand +5, Stealth +8

Senses:

Darkvision 60', Passive Perception 13

Languages: Common, Auran
Challenge Rating: 3 ( 1800 XP)
Proficiency Bonus: +2

Innate Spellcasting. The sylph is a 5th-level spellcaster & its spellcasting ability is Charisma (DC 14 spell save, +6 spell attack bonus). The following spells are prepared & can be cast without material components:

  • At will: Dancing Lights, Gust, Invisibility (self only), Minor Illusion, Prestidigitation
  • 3/day each: Featherfall, Magic Missile
  • 2/day each: Mirror Image, Snowball Swarm
  • 1/day each: Fly, Summon Elemental


Empowered Spellcasting (3/Day). When the sylph rolls damage for a spell, it can reroll up to three of the damage dice. It must use the new rolls.

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

Actions

Thunderous Burst. Melee or Ranged Spell Attack. +6 to hit, 5' reach or 120' range, one target. Hit: 9 (2d8) 2d8 thunder damage. If the sylph rolls an 8 on a d8 for this spell, it can roll another d8 & add it to the damage. The maximum number of d8's that can be added to the spell's damage per turn is 6.

Suggested Environments

Temperate to warm climates; mountains; the Elemental Plane of Air


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