Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
Resistant Eye. The cyclops has advantage on saving throws made against effects, either magical or nonmagical, that would render it blind. If the cyclops' eye is destroyed, it grows back 1d6 days later.
Vulnerable Area: Eye. A creature can attempt to specifically target the cyclops' eye with an attack. Its eye has AC 19, 75 hit points, and vulnerability to piercing damage. Damage to the cyclops' eye is not counted as damage to the cyclops itself.
If the cyclops is sidways to the attacking creature, its eye is considered to have half-cover, and total cover if its back is to the attacking creature. A failed attack, even if it would normally hit the cyclops' AC, misses both the cyclops and its eye.
If the cyclops' eye reaches 0 hit points, it is blinded and can no longer use its eye ray attack. The cyclops automatically fails any ability check that requires sight, and has disadvantage on attack rolls. Additionally, attacks rolls against the cyclops have advantage.
Multiattack. The cyclops makes two fist attacks. If it has a creature grappled, the cyclops can make an additional bite attack against that creature.
Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. The target must then either make a successful DC 17 Dexterity saving throw against being grappled (escape DC 17), or a successful DC 17 Strength saving throw against being knocked back 20 feet. The cyclops chooses which of these two effects take place.
If a creature is knocked back into an immoveable object, such as a tree or wall, they take an addtional 14 (3d4 + 7) bludgeoning damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Rock Hurl. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage, and the target must succeed on a DC 17 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
Eye Ray (Recharge 5-6). The cyclops shoots an eye ray at one target it can see within 120 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) force damage.
After using this attack, the cyclops is blinded until the start of its next turn. If the cyclops uses this attack twice in a row, its eye takes 5 (1d10) force damage. This damage increases by 1d10 for each subsequent turn in a row it uses its eye ray.
Description
It is unclear how the first cyclopes managed to get exposed to the unknowable hellscape of the Far Realm, but what is clear is how the aberrant nature of that place warped their form. Twisted into fleshless magic-wielding monstrosities that are somehow even less wise than before, a Xaos Cyclops is a terrifying dual force of physical and arcane strength.
Aberrant Beasts. A Xaos Cyclops presents a dangerous mix of unintelligence and untamed arcane force. Half-remembering their weaker ancestral selves, a Xaos Cyclops is quick to fire its powerful eye ray at any foe that threatens it - and often at creatures that don't - despite the risk to themselves that this presents. Fortunately for any Xaos Cyclops that burns away its own eye, the aberrant nature of their being causes it to quickly grow back.
Insubordinate Challengers. Far from the simple lives their nonmagical counterparts lead, Xaos Cyclopes are warlords and tyrants that seek to amass as much power and land as they can, often challenging creatures far more powerful than themselves once their territories begin to overlap. Of course, no Xaos Cyclops has ever survived such an encounter.
If multiple Xaos Cyclopes joined together, the odds would be far more even, but the dislike of one Cyclops for another is one of the few elements of their former existence that survived their mutation. If a powerful creature ever feels threatened by the growing strength of a Xaos Cyclops, they will often turn two of the beasts against each other - a feat that is very easy to perform.
Eye Reproduction. Like other aberrations, a Xaos Cyclops does not reproduce in the usual way. Instead, when it has reached the right time (which seems to vary wildly for each individual Cyclops), it tears out its own eye, which then grows a new Xaos Cyclops from the severed eye stalk in a horrific display of flesh and bone. This process takes several weeks, during which the original Cyclops regrows its own eye and protects the growing Xaos Cyclops. Of course, as soon as the Cyclops finishes growing, it attacks its protector, so the population size of the Xaos Cyclopes is always kept in check.
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