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.
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.
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