Mythic Flying Polyp

Mythic Flying Polyp CR 17/MR 7

XP 102,400
CE Huge aberration (air, mythic, mythos)
Init +13/–7, dual initiative; Senses darkvision 60 ft.; Perception +26
Aura frightful presence (90 ft., DC 24)

DEFENSE

AC 39, touch 19, flat-footed 33 (+5 deflection, +4 Dex, +2 dodge, +20 natural, –2 size)
hp 263 (18d8+182)
Fort +13, Ref +14, Will +16; otherworldly reflexes
Defensive Abilities aerial evasion, amorphous, deflecting winds, partial invisibility; DR 10/epic, magic, and slashing; Immune acid, cold, sonic; SR 32
Weaknesses vulnerable to electricity

OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee 4 tentacles +23 (1d8+10/19–20/x3 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d8+10), gusting wound, mythic power (7/day, surge +1d10), numbing wind, smother, sucking wind, tornado, wind blast
Spell-Like Abilities (CL 17th; concentration +22)

STATISTICS

Str 30, Dex 19, Con 24, Int 19, Wis 20, Cha 21
Base Atk +13; CMB +25 (+29 grapple); CMD 45 (can’t be tripped)
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Mobility, Power Attack, Vital Strike, Weapon Focus (tentacle) MF
Skills Fly +29, Knowledge (engineering) +22, Knowledge (history) +22, Knowledge (nature) +22, Perception +26, Spellcraft +25, Stealth +17, Use Magic Device +23
Languages Aklo

SPECIAL ABILITIES

Aerial Evasion (Ex)

A mythic flying polyp gains the improved evasion ability (as the rogue) while flying.

Deflecting Winds (Su)

A flying polyp’s mastery over air and wind allows it to surround itself with blasts of precisely aimed gusts, granting the creature a +5 deflection bonus to its Armor Class and a +4 resistance bonus on Reflex saving throws.

Gusting Wound (Su)

When an adjacent creature damages a mythic flying polyp with a piercing or slashing melee Attack, the attacking creature is struck by an explosive gust of air issuing from the flying polyp’s wound. The attacking creatures takes 4d6 points of bludgeoning damage and is forced prone. A successful DC 26 Reflex save reduces the damage by half and negates the knocked prone effect. The save DC is Constitution-based.

Numbing Winds (Su)

Any creature that takes damage from a mythic flying polyp’s wind blast or gusting wound Attack is dazed for 1 round and then staggered for 1d6 rounds (Fortitude DC 26 negates). The save DC is Constitution-based.

Otherworldly Reflexes (Ex)

Whenever a mythic flying polyp must make a Reflex save, it rolls three dice and keeps the highest roll.

Additionally, a mythic flying polyp can expend 1 use of mythic power as a free action to re-roll a failed Reflex save.

Partial Invisibility (Su)

A flying polyp’s body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once, leaving the creature’s body in what appear to be multiple sections. This ability, combined with the flying polyp’s amorphous, elastic form, makes it difficult to target the creature, granting it a 20% miss chance against all attacks. By concentrating, a flying polyp can become fully invisible.

Sucking Wind (Su)

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.

Tornado (Su)

When a mythic flying polyp uses its control weather or control winds spell-like abilities to generate a tornado effect, it can expend 1 use of mythic power as a swift action to control the path of the tornado for up to 7 minutes or until the spell-like effect’s duration ends, whichever occurs first. The tornado always moves during the flying polyp’s turn and the flying polyp must remain completely still and concentrate (a full-round action) or it loses control of the tornado. The tornado then moves in a random, uncontrolled fashion for 1d6 rounds and then dissipates. Additionally, if the tornado exceeds the spell-like effect’s range, the flying polyp automatically loses control of it. If a mythic flying polyp loses control of a tornado, and the tornado is within the spell-like effect’s range, it can expend another use of mythic power as a standard action to re-gain control of it, though this does not reset the 7-minute duration.

A mythic flying polyp can also expend 1 use of mythic power as a standard action to control the path of a naturally-occurring tornado within 500 feet for up to 7 minutes, with the same effects and limitations as above.

Wind Blast (Su)

Once every 1d3 rounds as a standard action, a mythic flying polyp can create a powerful blast of wind at a range of up to 240 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 17d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. These winds automatically extinguish torches and small fires and can check or blow away creatures as if they were tornado-strength winds. Additionally, when a corporeal creature reduced to less than 0 hit points from a mythic flying polyp’s wind blast Attack, the flying polyp can expend 1 use of mythic power as a free action to reduce the creature’s body to a fine red mist (as disintegrate, Fortitude DC 26 negates). The save DCs are Constitution-based.

ABOUT

Environment any
Organization solitary or storm (1 mythic flying polyp and 2–16 flying polyps)
Treasure double

This nauseating tower of flesh, eyes, tentacles, and mouths coils through the air, surrounded by a vortex of sucking wind.

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.

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. They are relentless in the pursuit of war and genocide, however, using their powers to drag armies across continents (and in some cases even to other planets) and annihilate all who oppose them. Even if defeated and sealed away, they seethe in immortal hatred awaiting release to seek revenge.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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