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Flying Polyp

A towering column of flesh, eyes, tentacles, and mouths wriggles in the air. Wild winds whip about the creature in all directions.

Huge aberration, chaotic evil

Armor Class 17 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 0 ft., fly 60 ft. (hover)

20 (+5) 12 (+1) 17 (+3) 22 (+6) 14 (+2) 16 (+3)

Saving Throws Dexterity +5, Wisdom +6
Skills Arcana +10, History +10, Perception +6
Damage Vulnerabilities lightning
Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses blindsight 60 ft., passive Perception 16
Languages Deep Speech, telepathy 120 ft.
Challenge 11 (7,200 XP)

Special Traits

  • Aura of Wind. A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.
  • Incorporeal Movement. The polyp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Magic Resistance. The polyp has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. The polyp’s innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:


  • Multiattack. The polyp makes two melee attacks.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp’s Aura of Wind. The flying polyp can grapple up to two creatures at one time.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.
  • Cyclone (Recharge 5–6). Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn’t knocked prone.
  • Etherealness. The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.


  • Fist of Wind. When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp’s next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.


Flying polyps are ancient, wind-controlling aberrations that once dominated the Material Plane. They plot to take back what they believe is their rightful home.

Former Rulers. Flying polyps once ruled from cities of towers. Other creatures bowed to them until dragons appeared and refused to serve. A blood-soaked conflict ended with dragons victorious. They bound the few surviving polyps in the Ethereal Plane.

Exist in Two Worlds. After centuries in exile, the polyps uncovered a ritual that allowed them to exist in the Material Plane while still being bound to the Ethereal Plane. This ancient secret allows them to manipulate objects in the Material Plane as they please, but the use of this magic makes them vulnerable to lightning.

Masters of Weather and Distance. Flying polyps sometimes destroy crops, flood rivers, or call storms down on those who trouble their remote peaks and strongholds. Invisible and capable of covering vast distances in little time, they maintain a web of malign alliances from arctic regions to tropical peaks.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.