Sylvie (D&D creature)

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Unofficial rules compendium
Size/Type: Tiny Fey
Hit Dice: 1d8 (3 hp)
Initiative: +9
Speed: 20 ft. (4 squares), fly 60 ft. (12 squares) (perfect)
Armor Class: 17 (+5 Dex, +2 Size), touch 17, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Rapier +5 melee (1d3-4)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Spell-like abilities, invisibility
Special Qualities:
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 2, Dex 21, Con 10, Int 12, Wis 15, Cha 15
Skills: Concentration +4, Craft (gardening) +3, Escape artist +9, Handle animal +4, Heal +4, Hide +13, Knowledge (nature) +3, Move Silently +9, Perform (Dance) +6, Spot +6.
Feats: Dodge, Improved Initiative, Weapon Finesse
Environment: Any above ground, usually wilderness
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 1
Advancement: By class
Level Adjustment: 3

Sprites, and smaller cousins to pixies, sylvies appear as tiny humanoids of idealized proportions with gossamer wings. They are less concerned with pranks and more with simply enjoying fun and beauty. Intensely curious when not overtaken by shyness, they sometimes get attached to larger folk and follow them around, often adopting traits similar to their companion. They are not industrious and can sit for days gazing at something if not disturbed.

Sylvies are not specifically prosper in any place of great natural beauty or that satisfies their curiosity and love of beauty. Some sylvies live in cities, usually as invisible observers. In areas dominated by evil they sometimes maintain small and isolated havens of beauty.

A sylvie stands about seven inches tall and weight about 3 ounces.

Combat

Sylvies prefer to remain out of sight and only fight if their chosen glade or nest is threathened. Even then, their reaction might be to run to larger allies for help. When forced to fight, sylvies hang back invisibly and harry foes with spells. Their rapiers are mainly for posturing and honor-duels among themselves.

Greater Invisibility (Su)

A sylvie remains invisible even when it attacks. This ability is constant, but the sylvie can suppress or resume it as a free action.

Spell-Like Abilities

A sylvie can use the following spell-like abilities at will: dancing lights, detect chaos, detect good, detect evil, detect law, faerie fire, and magic missile. A sylvie can use detect thoughts (DC 12 + Cha bonus), glitterdust (DC 12 + Cha bonus), and dispel magic, once per day each. It uses all spell-like abilities as a level 4 sorcerer.


Sylvies as Characters

Sylvie adventurers are motivated by curiosity and fun. They tend to take adventures less than seriously and seek unusual solutions to problems. They are good choices for players who like to play happy-go-lucky characters and want some magic to carry out their plans.

Racial Traits

  • Starting Ability Score Adjustments: –8 Str, +6 Dex, +2 Cha. Sylvies are physically weak but make up for it in other areas. A fully-developed sylvie has -8 Strength, +10 Dexterity, +2 Intelligence, +4 Wisdom, +4 Charisma.
  • Tiny: As Tiny creatures, sylvies gain a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, -8 penalty on grapple checks, and a +8 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are half of those of Medium-size characters. Gear scaled to sylvies weight 1/10 of normal and have half the normal cost.
  • Speed: Sylvie land speed is 20 feet.
  • Low-Light Vision: Sylvies can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Skills: +2 racial bonus on Listen, Search, and Spot checks. Sylvies can use their Dexterity bonus instead of their Strength bonus on Climb, Jump and Swim checks.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer. The best multiclassing choices for a sylvie are cleric, rogue and wizard.


Race Features

All of the following are features of the sylvie race.

Feats: A sylvie receives Weapon Finesse as a bonus feat at 1st level and Dodge at 2nd level. At each class level it gains feats normally according to its hit dice.

Adaptible (Su): A sylvie can live in varying environments wearing virtually nothing due to its constant endure elements effect.

Lesser Sylvie Powers (Sp): A sylvie can use the following spell-like abilities once per day per level: dancing lights, detect chaos, detect good, detect evil, detect law, faerie fire, magic missile, and invisibility (self only). Its caster level for all spell-like abilities is equal to its class level. At level 4, the sylvie can use these powers at will.

Sylvie Powers (Sp): Beginning at 3rd level, a sylvie can use detect thoughts (DC 12 + Cha bonus), glitterdust (DC 12 + Cha bonus), and dispel magic, once per day each.

Natural Invisibility (Su): At 4th level, a sylvie is naturally invisible and remains invisible even when it attacks. This ability is constant, but the sylvie can suppress or resume it as a free action.


Table: Sylvie by HD

Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skill Points Special
1st 1 +0 +0 +2 +2 x4 –8 Str, +6 Dex, +2 Cha Adaptible, lesser sylvie powers 1/day/level, Weapon finesse
2nd +2 Dex, +2 Wis Dodge, fly 20 ft. (good),
3rd +2 Int, +2 Cha Sylvie powers 1/day, fly 40 ft. (good)
4th +2 Dex, +2 Wis Lesser sylvie powers at will, natural invisibility, fly 60 ft. (good)