Sylph Sneak
Creature 1 — human, humanoid, sylph
Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Most commonly born of unions between mortals and jaathoom, sylphs are quick-witted and creative, but they're prone to flights of fancy and tend to be easily distracted. Sylphs are notorious for their practice of "listening to the wind," which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hour
Source: pathfinder-monster-core-2
Perception +5
Skills acrobatics +7, deception +6, diplomacy +6, society +4, stealth +7, thievery +7
Str
+0
Dex
+4
Con
+1
Int
+1
Wis
+0
Cha
+3
AC 18
Fort +4
Ref +9
Will +8
HP 17
Speed 25 feet
Offense
Melee Starknife +9, Damage 1d4+2 piercing
Ranged Starknife +9, Damage 1d4+2 piercing
Abilities
Deflecting Gale (air, primal) —
Sneak Attack — The sylph sneak's Strikes deal 1d6 extra precision damage to Off-Guard creatures.
Surprise Attacker — On the first round of combat, creatures that haven't acted yet are Off-Guard to the sylph sneak.
Wind's Guidance — When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet.
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