Sylph

== Abilities ==
Sylphs are descended from the might Jann of the air. Sylphs are known to be quick of body and mind and have +2 to their starting Dexterity and Intelligence scores. However, Sylphs are not particularly robust - considered by many to be on the waifish side. Because of this, Sylphs suffer a -2 penalty to their Constitution scores. Sylphs have advantage on Acrobatics check but have Disadvantage on Atheletics checks. Sylphs also have the ability to harness the wind and air around them, enabling to them to move at extreme speeds for short bursts. When a Sylph uses this ability, they can double their base movement for a number of turns equal to their Wisdom modifier (minimum 1 round). The Sylph may use this ability once per short rest. Sylphs are immune to Electricity damage and are healed by half of any Electricity damage they receive. However they are more susceptible to fire damage and have Disadvantage on saves against Fire based damage effects.