Huge Giant, Chaotic Neutral
Armor Class 14 natural armor
Hit Points 150 (12d12 + 60)
Speed 30 ft., Swim 25 ft.
STR
22 (+6)
DEX
11 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
6 (-2)
CHA
10 (+0)
Saving Throws STR +10, CON +9
Damage Vulnerabilities Poison
Damage Resistances Fire
Damage Immunities Cold
Senses Passive Perception 8
Languages Giant
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Cold Aura. An aura of cold mist surrounds the Cyclops, any creatures enter or end their turn, within 10 feet of the Cyclops must make a DC 12 Constitution save or take 6 (2d6) Cold damage.

Actions

Multiattack. The cyclops makes two greatclub attacks.

Dripping Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Ice Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) cold damage.

Legendary Actions

Wave of Poseidon (Recharge 5-6)  The Aqua Cyclops Slams its greatclub on the ground causing a large wave to emit from the club, in a 15-foot radius. Each creature in the area must make a DC 18 Strength saving throw or take 22 (4d8 + 4) force damage and be pushed back 15 ft. On a successful save creatures take half the damage and do not get pushed back.

Only active at 50% Health.

Greatclub attacks do an additional 1d6 cold damage

Cold Aura does an additional 1d6 cold damage, and the DC increases to 15

Active at 25% Health remaining

Wave of Poseidon instantly recharges 

Cold aura expands to 30 feet and the DC increases to 18

 

 

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: ArcticCoastalMountainSwamp

CapGingerBeard4

Comments

Posts Quoted:
Reply
Clear All Quotes