Huge Giant, Chaotic Neutral
Armor Class 14 natural armor
Hit Points 230 (20d12 + 100)
Speed 30 ft.
STR
26 (+8)
DEX
11 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +13, CON +10, WIS +4
Senses Passive Perception 8
Languages Giant
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 60 feet away.

Actions

Multiattack. The cyclops makes two Vibraflint Hammer attacks.

Vibraflint Hammer. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d10 + 8) bludgeoning damage. The target creature and all other creatures within 10 ft. of it must also succeed on a DC 16 Constitution saving throw or take 8 (2d6) thunder damage and be knocked prone. Those that succeed take half damage and are not knocked prone.

Rock. Ranged Weapon Attack: +9 to hit, range 60/200 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. The target creature and all other creatures within 10 ft. of it must also succeed on a DC 16 Constitution saving throw or take 8 (2d6) thunder damage and be knocked prone. Those that succeed take half damage and are not knocked prone.

Bonus Actions

Grab Person.  The Cyclops attempts to grab a prone creature that is Large or smaller. The target creature must make a DC 16 Strength saving throw or be restrained as the Cyclops grabs it and lifts it off the ground. While holding a creature in this way, the Cyclops may not use its Rock ability, but it is able to use its Fling Person ability as a reaction.

Reactions

Fling Person. Ranged Weapon Attack: +9 to hit, range 60/200 ft., one target. Hit: 18 (2d10 + 6) bludgeoning damage. Half this damage is taken by the creature thrown and is unavoidable. If the attack roll hits, the other half of the damage affects the target.

As a reaction to being struck by a ranged attack, the Cyclops may throw any creature it has restrained from Grab Person at that enemy.

Legendary Actions

Legendary Resistance (2/day): If this creature fails on a saving throw, it may choose to succeed instead.

Villain Actions

Round 1 - Boom!: The Cyclops slams its Vibraflint Hammer into the ground, creating a loud sonic explosion. Each creature within 10 ft. of the Cyclops must make a DC 16 Constitution saving throw or be pushed 10 ft. away from the Cyclops and be knocked prone.

Round 2 - Boom Boom!: The Cyclops slams its Vibraflint Hammer into the ground two times, creating a deafening sonic explosion and flinging dust into the air. Each creature within 20 ft. of the Cyclops must make a DC 16 Constitution saving throw or be pushed 20 ft. away from the Cyclops and be knocked prone

Round 3 - Boom Boom Bang!:  The Cyclops strikes the Vibraflint Hammer downward with all its strength. Each creature within 30 ft. of the Cyclops must make a DC 16 Constitution saving throw or be pushed 30 ft. away from the Cyclops and be knocked prone. All creatures within 30 ft. of the Cyclops also become deafened for 1 minute and suffer 22 (4d10) thunder damage. Creatures who succeed on this saving throw take half damage and are not deafened.

Description

Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength, but they can often be tricked by clever foes.

Previous Versions

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Habitat: CoastalDesertGrasslandHillMountainUnderdark

dannyboy1716

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