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Flying Polyp (Legendary Games, Challenge 14)

Huge aberration, chaotic evil

Armor Class 20 (natural armor)
Hit Points 202 (15d12+105)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 15 (+2) 24 (+7) 19 (+4) 20 (+5) 21 (+5)

Saving Throws Dex +7, Wisdom +10
Skills Arcana +14, History +9, Nature +14, Perception +14, Stealth +7
Damage Immunities acid, cold, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Vulnerabilities lightning
Senses blindsight 30 ft., darkvision 60 ft, passive Perception 24
Languages Deep Speech
Challenge 14 (11,500 XP)

SPECIAL TRAITS

  • Amorphous. The flying polyp can move through a space as narrow as 1 inch wide without squeezing.
  • Deflecting Winds. The flying polyp has an aura of wind. Ranged attacks against the flying polyp have disadvantage if they are made with arrows, bolts, and other ordinary projectiles. This effect is considered a strong wind and can disperse gaseous effects.
  • Magic Resistance. The flying polyp has advantage on saving throws against spells and other magical effects.
  • Partial Invisibility. The flying polyp moves in and out of visibility outside of its own control. The flying polyp can use its bonus action to concentrate and become either fully visible or fully invisible, but it cannot maintain this invisibility if it makes an attack or casts a spell.
  • Sucking Wind. The flying polyp can use its action to create a wind vortex as an aura out to 100 feet in every direction. The flying polyp must concentrate on this effect as if it were a spell. While the flying polyp concentrates on this effect, the space within this area is difficult terrain. A creature that ends its turn in this area must make a DC 16 Constitution saving throw. On a failure, it moves 10 feet closer to the flying polyp, unless it is already adjacent. If a creature fails by 5 or more, it also restrained after it involuntarily moves, and remains so until the end of its next turn. The control winds spell can be used to negate this ability as an action.

ACTIONS

  • Multiattack. The flying polyp uses its Frightful Presence. It then makes four tentacle attacks.
  • Frightful Presence. Each creature of the flying polyp’s choice that is within 120 feet of the flying polyp and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the savin throw at the end of each of its turns, 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 flying polyp’s Frightful Presence for the next 24 hours.
  • Tentacle. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The flying polyp has eight tentacles, each of which can grapple one target.
  • Wind blast (Recharge 5-6). The flying polyp creates a powerful blast of wind within a 120 ft. range, in a 30 ft. radius sphere. Creatures in this each creature in that area must make a DC 18 Dexterity saving throw, taking 52 (15d6) bludgeoning damage on a failure, or half as much on a success. If a Large sized or smaller creature fails this saving throw by 5 or more, they are blown 15 away in a random direction.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham