Flying polyps only come from one Lovecraft short story—he doesn’t even name them—but fans have been happy to keep them alive anyway. Masters of wind, dipping in and out of
the visible spectrum, enemies (even destroyers!) of the yithans, and with
infinite lifespans until felled in combat…all these traits describe these
bizarre aberrations. Flying polyps
are geniuses, so they will use every ability and tactic they have available
against PCs. But PCs will never
have to engage those genius intellects in, say, a riddle contest, as the
polyps’ only interest seems to be making war and building their strange cities
in the life-scoured landscape that remains afterward.
It should also be noted that, while these are creatures with
the air subtype, flying polyps are often found underground—the 3.5 Call of Cthulhu book mentions them
haunting bottomless abysses, living trapped inside ancient vaults, and so
forth. They are creatures of air,
but they are creatures of hate and isolation first.
For GMs, I think the most interesting thing about flying
polyps is representing their impossible cities—this is your excuse to throw out
the graph paper and pull out your M.C. Escher coffee table books. What kind of cities can a being
construct out of blasts of air alone?
Most PCs at that level will be able to fly, so you can cheat and just
have encounters be in a series of unlikely chambers and towers. Otherwise…well, the party fighter
better have some pitons and a ring of
feather falling handy, because he’s going to be making some Climb checks.
Obsessed with monsters not just from other planets, but from other
realities and times as well, a scholar leads a party of explorers to unlock the
fabled Vault of the Yith. (Just
the mention of these mind-swapping, time-traveling aliens has the scholar giddy
with anticipation.) Yet soon the
deep-delving expedition will learn to its horror that the Vault was made by the
yithians not as a repository, but as a prison. The dizzying geometries of the vault have kept the flying
polyp prisoners inside contained...but cracking the seal hands the polyps three
gifts at once: a point of orientation, an escape route, and a new set of living
targets upon which to vent their genocidal impulses.
Strange basalt towers seem to be the work of giant termites, or even
ankhegs. In truth, the towers
merely comprise the postern gate to a flying polyp citadel on another
world. How the city’s back door
crosses the void of space is a mystery.
How adventurers get back to their world after the door closes on them
and sucking winds draw them deeper into the citadel is another…
Sky dragons are going missing. Already a reclusive race, tienlungs everywhere seem to be
vanishing one by one. Sent by a
celestial dragon lord who abhors disorder and riddles, adventurers discover the
sky dragons are scouring the world for samples of rare air and winds from the
farthest corners of the globe.
More mysterious still, the normally benevolent dragons attack anyone who
tries to interrogate them, so as to prevent further questions. It turns out the sky dragons have a
shame they will not speak of: They owe tribute to a storm of flying polyps and
must feed the polyps’ orb of wind as recompense for a past defeat.
—Pathfinder Adventure
Path #65 86–87 & Pathfinder
Bestiary 4 106–107
One final note: If you ever wanted to give the Age of Worms Adventure Path a more Lovecraftian makeover, flying polyps are perfect
additions to the airy dungeon that is a focal point of that campaign.
So many reader comments to tackle! But so many long workdays. And so little sleep.
Sleep wins. May all your
polyps be benign, my chickadees.
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