Sylph
Medium-sized Outsider (Air)
Hit Dice: 3d6-3 (7 hp’s)
Initiative: +3 (Dex)
Speed: 30ft, Flight 60ft (Good)
Armor Class: 14 (+1 natural, +3 Dex)
Attacks: Unarmed +2
Damage: Unarmed 1d2-1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Spells
Special Qualities: Spells, Low-light Vision, SR 10
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 9, Dex 17, Con 9, Int 16, Wis 14, Chr 16
Skills: Balance +5, Concentration +1, Knowledge (Plane of Air) +5, Move Silently +5, Spellcraft +5
Feats: Dodge, Empower Spell, Iron Will, Spell Penetration
Climate/Terrain: High altitudes or treetops
Organization: Solitary or very rarely with 1 young sylph
Challenge Rating: 2
Treasure: No coin, Standard gems and items
Alignment: Commonly Neutral to Neutral Good
Advancement Range: By character class

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Sylphs only defend themselves with their magical abilities, though they will put up a fight if they are without spells, but only enough to make an escape.

Spells: Sylphs cast spells as a 7th level wizard and most prefer spells that deal with the element of air.  They also have innate abilities of invisible and levitate.  They can also summon an air elemental once each week.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Sylphs make powerful sorcerers and wizards.  They are also quite effective bards, but are rarely any other class.