🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Sylph SneakCreature 1


CGMediumHumanHumanoidSylph
Source Pathfinder Bestiary 2
Perception +5
Languages Auran, Common
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; Reflex +9; Will +8;
HP 17
Speed 25 feet

Starknife One Action +9 (+5, +1) to hit (agile, deadly d6, finesse, versatile s) 1d4+4 Piercing
Starknife One Action +9 (+5, +1) to hit (agile, deadly d6, thrown 30) 1d4+1 Piercing

Deflecting Gale Reaction (air, evocation, primal)

Trigger The sylph sneak is the target of a physical ranged attack

Requirements The sylph sneak is aware of the attack


Effect A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts).

Sneak Attack (agile, finesse)

The sylph sneak's Strikes deal 1d6 extra precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Surprise Attacker

On the first round of combat, creatures that haven't acted yet are Flat-Footed to the sylph sneak.

Wind's Guidance (thrown)

When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet.


Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born of unions between mortals and djinn, sylphs are quick-witted and creative, but they are 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 hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly the typical sylph sneak doesn't seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Sylph

A type of geniekin descended from a being from the Plane of Air.