17 (natural armor)
171 (18d12+54)
walk 0 ft., fly 60 ft.
Dex +5, Wis +6
Arcana +10, History +10, Perception +6
acid, cold, fire, thunder; bludgeoning, piercing, slashing from nonmagical weapons
lightning
prone
blindsight 60 ft.
Deep Speech, telepathy 120 ft.
11
A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.
The polyp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The polyp has advantage on saving throws against spells and other magical effects.
The flying polyp's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: • At will: invisibility (self only) • 3/Day each: wind walk • 1/Day each: control weather
The polyp makes two melee attacks.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. 18 (3d8 + 5) piercing damage.
Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.
The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.