Sylphs are primal fey, the fey spirits of elemental energy. Agile, fast, and intensely curious, sylphs ride the wind easily from place to place, scouring the globe at heights beyond the clouds, often invisible, sometimes accompanied by air elementals, and always looking for excitement. They are quite like pixies, though they are much larger (Medium-sized), and share a closer bond with the elemental spirits of wind than they do with the fey spirits of trickery.

Sylph Companion Character

Sylph Level 5 Controller Companion
Medium Elemental and Fey Humanoid
HP 35; Surges 5
AC 19; Fort 17, Ref 20, Will 17
Speed 6, fly 8 (hover)
Initiative +7
Perception +8
Natural Invisibility
Sylphs are naturally invisible. Melee or ranged attacks against them take a -5 penalty, and they have combat advantage whenever they attack. These bonuses are not included in the stat block.
Standard Actions
(A) Hurricane Punch * At-Will
Attack: Melee 1 (one creature); +8 vs. Fortitude
Hit: 1d10+4 damage and the target is pushed 1 square.
(m) Sudden Tornado * Encounter
Attack: Burst 1 within 10 (all creatures in the burst); +8 vs. Fortitude
Hit: 2d10+12 damage and the creature is knocked prone.
Effect: The creature is pushed from the origin square to the nearest unoccupied square not included in the attack.
Skills: Arcana +8, Nature +8, Streetwise +9
Str 9 (+1) Dex 15 (+4) Wis 12 (+3)
Con 9 (+1) Int 12 (+3) Cha 15 (+4)
Alignment Unaligned Languages Elven, Primordial

This stat block can be used if a sylph manages to find the party, and decides to come along for the ride. Sylphs are capricious companions, and are entirely self-interested, judging the success of the party based on how much excitement the sylph herself can find in the activities. A bored sylph will wander off soon enough. Of course, if the party takes action that the sylph disapproves of, she will not hesitate to try and stop them, causing chaos at the least opportune moment, and fleeing before she gets in any real danger.