Library / Bestiary

Flying Polyp

CR 14.00 Aberration CE Huge
This nauseating, tapered tower of flesh, eyes, and tendrils writhes midair, surrounded by a strange vortex of sucking wind.

A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths. A typical flying polyp measures 30 feet in length but is unusually light for its size, weighing no more than 2,000 pounds. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs—even if it takes eons for the polyp to encounter something capable of defeating it.

A flying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a flying polyp's body might seem similar to ordinary flesh, it often behaves in ways that should be impossible. The material seems to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing's body are laid bare. Although the polyp feels moist and damp to the touch, what might serve as blood in other creatures behaves more like strange vortices of wind within a flying polyp's body. When wounded, its damaged flesh does not bleed so much as whistle and gust.

A flying polyp's association with wind goes far beyond the strange storms that surge through what pass as veins and arteries in its massive body. These creatures have a remarkable ability to control the air around them, both via a wide array of spell-like abilities and through the use of potent supernatural powers. They do not wield tools or weapons as a rule, instead using their mastery of the winds themselves to wage war and build their grim cities, scouring towers and chambers out of basalt with precise blasts of sand-laden wind.

Although flying polyps display some of the features of other sentient races, particularly in their habit of building cities (although these towering settlements usually incorporate architectural features that most other races find awkward and unsettling), in other areas they seem strangely primitive or uninterested. They are as aberrant in mind and philosophy as they are in physical form. For example, they seem to have neither a name for their own race, nor a language to call their own. Their cities, while bewildering in their vast scale, seem to serve little purpose other than to unnerve, for flying polyps do not engage in trade or politics or other social constructs.

The primary exception to this, to the detriment of other creatures unfortunate enough to dwell in regions claimed by flying polyps, is war. Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them. Some among their kind can even travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them, and with this power they lead armies from planet to planet as necessary, relentlessly tracking their chosen enemies across worlds. Every so often, flying polyps encounter a race that is their equal in war, and on some worlds, they still endure the humiliation of these ancient defeats after being imprisoned in extensive underground chambers where they are cut off from the outside world. Yet flying polyps are long-lived, and should unforeseen tectonic events creates new exit to their prison chambers, lost in the forgotten corners of those planets' depths, they emerge with unabated fury to seek revenge against the enemies who dared humiliate them so.

STR
28
DEX
15
CON
24
INT
19
WIS
20
CHA
21
HP
207 (18d8+126)
AC
29, touch 16, flat-footed 26 (+5 deflection, +2 Dex, +1 dodge, +13 natural, –2 size)
Speed
30 ft., fly 60 ft. (perfect)
Init
+6
Melee
4 tentacles +21 (1d8+9/19–20 plus grab)
Space
15 ft.
Reach
15 ft.
BAB
+13
CMB
+24 (+28 grapple)
CMD
42 (can't be tripped)
Fort
+13
Ref
+12
Will
+16
DR
10/magic and slashing
SR
25
Defensive Abilities
amorphous, deflecting winds, partial invisibility

constrict (1d8+9)

Sucking Wind — This attack allows the flying polyp to send an eerie wind out to slow and eventually stop a creature's escape. The wind itself isn't particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. Activating this ability is a full-round action, and it must concentrate each round to maintain the effect. The sucking wind manifests as a 100-foot-radius spread, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind's radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 26 Fortitude save each round it remains in the area of the sucking wind or it is slowed until it leaves the area. A creature already under the effects of any slowing effect (such as from this sucking wind or a slow spell) that fails this save is held in place for 1 round—it is not helpless, but cannot move via any means. Freedom of movement protects against the effects of the sucking wind, and control winds negates its effects in the area of effect of the control winds spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can activate a sucking wind once per day, and can maintain concentration on the effect for up to an hour. The save DC is Constitution-based.

Wind Blast — Once every 1d4 rounds as a standard action, a flying polyp can create a powerful blast of wind at a range of up to 120 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot- radius burst. All creatures within this area take 14d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. In addition, these winds can check or blow away creatures as if they were tornado-strength winds. The save DC is Constitution-based.

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (&ndash;50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by &ndash;1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Fly +27, Knowledge (engineering) +22, Knowledge (history) +22, Knowledge (nature) +22, Perception +26, Spellcraft +25, Stealth +15, Use Magic Device +23

spell-like abilities:
At will—Alter Winds, At will—Gust Of Wind, At will—Whispering Wind, At will—Wind Walk, 3/day—Control Winds, 3/day—River Of Wind, 3/day—Wind Wall, 1/day—Control Weather, 1/day—Whirlwind
Details
Type
Aberration
Alignment
CE
Size
Huge
Environment
any
Organization
solitary, pair, or storm (3–10)
Treasure
standard
Senses
darkvision 60 ft.; Perception +26
Languages
Aklo
Source
Bestiary 4
Sources Used in This Record
17 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Alter Winds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Gust Of Wind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Whispering Wind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wind Walk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Winds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: River Of Wind (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Wind Wall (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Control Weather (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Whirlwind (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.