CREATURES FROM CALL OF CTHULTHU
FLYING POLYP
Val CHA Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6 HTH Damage [5]
13 DEX 6 12-
25 CON 15 14-
14 INT 4 12- PER Roll 12-
18 EGO 8 13-
30 PRE 20 15- PRE Attack: 6d6
4 OCV 5
4 DCV 5
6 OMCV 9
6 DMCV 9
3 SPD 10 Phases: 4, 8, 12
28 PD 18 Total: 28 PD (8 rPD)
18 ED 8 Total: 18 ED (8 rED)
15 REC 11
50 END 6
25 BODY 15
65 STUN 23 Total Characteristic Cost: 212
Movement: Running: 16m/32m
Flight: 24m/96m
Leaping: 0m
Swimming: 08m
Cost Powers & Skills
Wind Control, all slots Unified Power (-¼)
67 1) Wind Blast: RKA 2 ½d6, Reduced Endurance (½ END; +¼), Double Knockback (+½), Area Of Effect
(16m Radius; +¾); Reduced By Range (-¼), Unified Power (-¼), END 4
58 2) Fixing Attack: Telekinesis (25 STR), Reduced Endurance (½ END; +¼), Area Of Effect
(16m Radius; +¾), Indirect (Any origin, any direction; +1); Only Outdoors (-½), Affects Whole
Object (-¼), Unified Power (-¼), END 5
14 3) Wind Storm: Telekinesis (5 STR), Reduced Endurance (½ END; +¼), Area Of Effect (32m Radius; +2);
Only Outdoors (-½), Affects Whole Object (-¼), Unified Power (-¼), END 1
64 4) Create Storms: Aid Wind Storm 12d6, Delayed Loss Rate (loses points at the rate of 5 per
Minute; +1); Others Only (-½), Extra Time (Full Phase, -½), Unified Power (-¼), END 14
41 5) Master Of The Air: Flight 24m, Position Shift, x4 Noncombat, No Turn Mode (+¼), Reduced
Endurance (½ END; +¼); Unified Power (-¼), END 2
12 Extra-Terrene Tentacles: Indirect (Source Point is the same for every use, path is from Source
Point to target; allows Flying Polyp to bypass worn (i.e. focused) Armor; +¼) for up to 50
Active Points of STR, END 1
20 Gaping Mouth: HKA 1d6+1 (4 ½d6 w/STR), END 2
24 Extra-Terrene Form: Resistant Protection (8 PD/8 ED)
48 Extra-Terrene Form: Physical Damage Reduction, Resistant, 75%; Not Versus Magic Or Enchanted
Weapons (-¼)
8 Heavy: Knockback Resistance -8m
4 Great Size: Running +4m (16m total), END 1
-2 Cannot Leap: Leaping -4m (0m total)
-2 Cannot Swim: Swimming -4m (0m total)
10 Multiple Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group
6 Tentacles: Extra Limbs (4), Inherent (+¼)
Notes: Actual number varies.
30 Vanish At Will: Invisibility to Sight Group , Reduced Endurance (0 END; +½)
5 Tentacles: Stretching 6m, Reduced Endurance (0 END; +½); No Noncombat Stretching (-¼), No Velocity
Damage (-¼), Limited Body Parts (tentacles; -¼)
Skills
30 +3 with All Attacks
1 Tactics 8-
3 Tracking 12-
Total Powers & Skill Cost: 448
Total Cost: 659
175+ Matching Complications (50)
15 Distinctive Features: Accompanied By A Constant Piping Sound (Not Concealable; Noticed and
Recognizable; Detectable By Commonly-Used Senses)
10 Hunted: the Great Race Infrequently (As Pow; Harshly Punish)
10 Physical Complication: Enormous (up to 8m tall; +4 OCV for others to hit, +4 to PER Rolls for
others to perceive) (Infrequently; Slightly Impairing)
15 Psychological Complication: Aggressive And Ferocious (Common; Strong)
Total Complications Points: 50
Experience Points: 484
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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