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.
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.
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.
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