Huge Giant, Chaotic Neutral
Armor Class 13 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
4 (-3)
WIS
6 (-2)
CHA
8 (-1)
Senses Passive Perception 8
Languages Giant
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Destructive. The cyclops can't take the Disengage or Hide action.

Monstrosity. At the start of each of the cyclops' turns, if it took damage since the end of its turn, roll a d10. On a result of 6 or higher, the cyclops becomes monstrous until the end of its next long rest. While monstrous, the cyclops gains a +3 bonus to attack and damage rolls, and all attacks made against have advantage.

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

Trample. When the cyclops reduces a creature to 0 hit points with a melee weapon attack, it can automatically make another attack with the same weapon against a different target within reach.

Actions

Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 

Rock. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Habitat: Mountain

UpSca1e

Comments

Posts Quoted:
Reply
Clear All Quotes