Gargantuan 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
Skills Athletics +13
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: +13 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 8) bludgeoning damage. The target creature and all other creatures within 10 ft. of it must also succeed on a DC 17 Constitution saving throw or take 14 (4d6) thunder damage and be knocked prone. Those that succeed take half damage and are not knocked prone.

Rock. Ranged Weapon Attack: +10 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 17 Constitution saving throw or take 14 (4d6) 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 17 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: +10 to hit, range 60/200 ft., one target. Hit: 17 (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 17 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 17 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 17 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.

Habitat: CoastalDesertGrasslandHillMountainUnderdark

dannyboy1716

Comments

Posts Quoted:
Reply
Clear All Quotes