Flying Polyp (5e Creature)
Flying Polyp
Large aberration, chaotic evil Armor Class 17 (natural armour)
Saving Throws Dex +5, Wis +6, Cha +3 Dread Aura. A creature that starts its turn within 30 feet of the polyp must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving 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, the effect ends for it or the polyp becomes invisible, the creature is immune to the Dread Aura of any flying polyp for the next 24 hours. ACTIONSMultiattack. The flying polyp makes two tentacle attacks and one slashing wind attack. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage. Slashing Wind. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 17 (2d12 + 4) slashing damage damage plus 10 (1d12 + 4) thunder damage. Wind Blast. The polyp releases a wind blast in a line that is 40 feet long and 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the polyp and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone. Invisibility. The polyp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the polyp wears or carries is invisible with it.
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Flying polyps are floating abominations several metres tall. They consist of a semi-corporeal mass of flesh that constantly changes, extruding and reabsorbing organs, creating tentacles and sloughing off dead matter. Flying polyps once had a mighty empire with cities made of grey, windowless towers. Nowadays, their numbers are diminished and they are waiting patiently for their time to come again. |
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