Val CHA Cost Roll Notes 50 STR 40 19- Lift 25.6 tons; 10d6 HTH Damage [5] 13 DEX 9 12- OCV: 4/DCV: 4 25 CON 30 14- 25 BODY 30 14- 14 INT 4 12- PER Roll 12- 18 EGO 16 13- ECV: 6 30 PRE 20 15- PRE Attack: 6d6 0 COM -5 9- 28 PD 10 Total: 28 PD (8 rPD) 18 ED 5 Total: 18 ED (8 rED) 3 SPD 7 Phases: 4, 8, 12 15 REC 0 50 END 0 65 STUN 2 Total Characteristic Cost: 168 Movement: Running: 8"/16" Flight: 12"/48" Leaping: 10"/20" Swimming: 0" Cost Powers & Skills 56 Wind Powers: Elemental Control, 112-point powers 51 1) Wind Blast: RKA 2 1/2d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4), Area Of Effect (8" Radius; +1); Reduced By Range (-1/4), END 5 32 2) Fixing Attack: Telekinesis (25 STR), Reduced Endurance (1/2 END; +1/4), Indirect (Any origin, any direction; +3/4), Area Of Effect (8" Radius; +1); Only Outdoors (-1/2), Affects Whole Object (-1/4), END 5 12 Extra-Terrene Tentacles: Indirect (Same origin, always fired away from attacker; allows Flyiing Polyp to bypass worn (i.e. focused) Armor; +1/4) for up to 50 Active Points of STR, END 1 20 Bite: HKA 1d6+1 (2 1/2d6 w/STR), END 2 14 Wind Storm: Telekinesis (5 STR), Reduced Endurance (1/2 END; +1/4), Area Of Effect (16" Radius; +2); Only Outdoors (-1/2), Affects Whole Object (-1/4), END 1 61 Create Storms: Aid Wind Storm 4d6, Can Add Maximum Of 140 Points, Delayed Loss Rate (loses points at the rate of 5 per Minute; +1/4); Others Only (-1/2), Extra Time (Full Phase, -1/2) 24 Extra-Terrene Form: Armor (8 PD/8 ED) 48 Extra-Terrene Form: Physical Damage Reduction, Resistant, 75%; Not Versus Magic Or Enchanted Weapons (-1/4) 8 Heavy: Knockback Resistance -4" 51 Master Of The Air: Flight 12", Position Shift, x4 Noncombat, No Turn Mode (+1/4), Reduced Endurance (1/2 END; +1/4), END 2 4 Great Size: Running +2" (8" total) 1 -2 Cannot Swim: Swimming -2" 10 Multiple Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group 6 Tentacles: Extra Limbs (4), Inherent (+1/4) Notes: Actual number varies. 30 Vanish At Will: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) 12 Tentacles: Stretching 3", Reduced Endurance (0 END; +1/2); No Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Limited Body Parts (tentacles; -1/4) Skills 18 +3 with HTH and Ranged Combat 1 Tactics 8- 3 Tracking 12- Total Powers & Skill Cost: 459 Total Cost: 627 75+ Disadvantages 15 Distinctive Features: Accompanied By A Constant Piping Sound (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: the Great Race 8- (As Pow, Harshly Punish) 10 Physical Limitation: Enormous, up to four times human size (Frequently, Slightly Impairing) 5 Physical Limitation: Reduced Leap, cannot leap (Infrequently, Slightly Impairing) 15 Psychological Limitation: Aggressive And Ferocious (Common, Strong) 497 Experience Points Total Disadvantage Points: 627
Ecology: Flying polyps are an alien species who came to Earth over 750 million years ago. They settled on this planet (as well as several others) and raised great cities made from black basalt. They preyed on anything they could catch, and eventually came into conflict with the Great Race. This war drove the polyps underground, into great caverns, where they remain today. Entrances to the homes of the polyps can be found in ancient ruins and uninhabited wastes. They are usually marked by deep wells that have been sealed over with stone.
Personality/Motivations: The polyps seem content to remain in their subterranean homes. They will quickly dispose of any intruder and should to be disturbed. If angered, they will mass for the hunt, creating great howling winds with which to harass and destroy their enemies.
Powers/Tactics: A polyp will usually dispatch its target with concentrated blasts of wind, leaving the victim burned and desiccated. If interested in a particular victim, the polyp will use its fixing attack to slow the target until it can be picked up with a tentacle. If faced by a great number of enemies, or if they wish to ravage a wide area, the polyps will summon a massive windstorm, which they will use to scour the area clean.
As the flying polyps are composed of non-terrestrial matter, they are very hard to injure. Most physical attacks do them little or no harm, while such things as fire and electricity affect them normally. This non-terrestrial state also allows their tentacles to by pass physical body armors, although innate types of armor are not affected. A flying polyp can also vanish from sight at will, and they tend to appear and disappear almost at random. This invisibility is offset, however, by their constant whistling and piping, which usually heralds their approach.
Appearance: A flying polyp is an enormous flying creature rife with dangling tentacles, multiple eyes and several gaping mouths. Their forms are pliable and tend to change slightly at all times. They are horrid to look at and highly dangerous to approach.
Designer's Notes: The flying polyp is a creature of the Cthulhu Mythos of H.P. Lovecraft. This design was based upon the flying polyp presented in the 5th Edition of Call of Cthulhu.
As a Lovecraftian nightmare, the flying polyp is open to a lot of Game Master interpretation. I didn't try to simulate Call of Cthulhu's sanity loss here, since each GM will probably have their own system for that effect. I did try and include all of the powers Call of Cthulhu listed, but the creature is missing a few possible powers, such as Life Support (do they age?), Enhanced Senses (Spatial Awareness defined as feeling air currents), Stretching (for longer tentacles) and different types of wind blasts. Skills could be added as well, along with possible technological devices (how did they build their cities and travel through space?). No matter how one decides to treat this creature, rest assured it should give any party of characters a workout!
Flying Polyp Hero Designer File
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