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Planar Scion, Sylph

Sylph CR 2

XP 600
Sylph operative
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +13


HP 23
EAC 13; KAC 14
Fort +1; Ref +4; Will +5
Defensive Abilities evasion; Resistances electricity 5


Speed 30 ft.

Melee tactical baton +6 (1d4+2 B)
Ranged static arc pistol +8 (1d6+2 E; critical arc 2)
Offensive Abilities trick attack +1d4
Sylph Spell-Like Abilities (CL 2nd)

1/dayflight (1st level)


Str +0; Dex +4; Con -1; Int +2; Wis +0; Cha +1
Feats Mobility
Skills Acrobatics +13, Computers +8, Piloting +13, Stealth +8
Languages Auran, Celestial, Common
Other Abilities air affinity, operative exploits (uncanny mobility), specialization (daredevil)
Gear freebooter armor, static arc pistol with 2 batteries (20 charges each), tactical baton, hacking tool kit


Air Affinity (Ex) Sylphs have a +2 racial bonus to Acrobatics checks and, if able to fly, maneuverability one step better than normal.


Environment any
Organization solitary, pair, or gang (3–6)

Slyphs are descendants of species and creatures from the Material Plane that have strong connections to the Plane of Air, such as djinn. They can also arise in areas that have strong influences from the Plane of Air. Though sylphs can pass for other kinds of humanoids, they tend to be slender, and all have complex blue markings swirling across their skin. Sylphs are naturally reserved and they avoid attention.

Section 15: Copyright Notice

Starfinder Adventure Path #14: Soldiers of Brass © 2019, Paizo Inc.; Authors: Crystal Frasier, with Kate Baker, Christopher Carey, Thurston Hillman, Adrian Ng, and Owen K.C. Stephens.