Amphibious. The feral sylph can breathe air and water.
Monstrous Complexion. Any humanoid that starts its turn within 30 feet of the feral sylph and witness the sight of its rage must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the feral sylph is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the feral sylph's Monstrous Complexion for the next 24 hours or until its dead.
Unless the target is surprised or alert, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the feral sylph.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Stare. The feral sylph targets one frightened creature they can see within 30 feet of them. If the target can see the feral sylph, it must succeed on a DC 11 Wisdom saving throw against this feeling or drop to 0 hit points.
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