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Flying Polyp

Size
Huge
Type
Aberration
Challenge Rating
11
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
17
Speeds
0, fly 60
Walking Speed
0
Flying Speed
60
Strength Score
20
Dexterity Score
12
Constitution Score
17
Intelligence Score
22
Wisdom Score
14
Charisma Score
16
Saving Throws
Dexterity, Wisdom
Skill Proficiencies
Arcana, History, Perception
Vision
Blindsight (60ft)
Languages Ref
Deep Speech, telepathy 120 ft.
Hit Points
171
Condition Immunities
Prone
Resistances
Vulnerable to Lightning Damage, Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Thunder Damage, Resistant to Non-Magical Damage
Languages
Deep Speech, Telepathy (120ft)

Huge aberration, chaotic evil


Armor Class 17 (natural armor)

Hit Points 171 (18d12+54)

Speed 0 ft., fly 60 ft. (hover)


STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
22 (+6)
WIS
14 (+2)
CHA
16 (+3)

Saving Throws Dex +5, Wis +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)

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:
At will: invisibility (self only)
3/day: wind walk
1/day: control weather

Actions

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.

Reactions

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. 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. It is not Geminaea material. See Legal.