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Flying Polyp

Huge · Aberration · CR 11 · Chaotic Evil

Source. Creature Codex
Armor Class
17 (natural armor)
Hit Points and Hit Dice
171 (18d12+54)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Huge
Type Aberration
Alignment Chaotic Evil
XP 7200
Initiative Bonus +1

Movement

Fly 60 ft (18.3 m)
Hover Yes

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 16

Saving Throws

Dexterity +5 Wisdom +6

Skills

Arcana +10 History +10 Perception +6

Languages

Deep Speech, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Resistances
acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities
lightning
Condition Immunities
prone

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.

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

Magic Resistance

The polyp has advantage on saving throws against spells and other magical effects.

Actions

Bite

+9 to hit, reach 5 ft (1.5 m). Hit: 3d8+5 piercing damage.

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.

Multiattack

The polyp makes two melee attacks.

Tentacle

+9 to hit, reach 15 ft (4.6 m). Hit: 3d6+5 bludgeoning damage.

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.

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.

About Flying Polyp

Flying Polyp is a huge aberration with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 171 hit points (derived from 18d12+54).

Flying Polyp has communication capabilities including Deep Speech, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Flying Polyp

3 tips available

When using Flying Polyp in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Flying Polyp

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Flying Polyp?
Flying Polyp has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Flying Polyp?
Flying Polyp is a Huge Aberration, which affects how certain spells and abilities interact with it.
What languages does Flying Polyp speak?
Flying Polyp can communicate in Deep Speech, telepathy 120 ft..

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