Large Fey, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws WIS +2
Skills Perception +2
Senses Passive Perception 12
Languages Giant, Gnoll, Goblin
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Monocular Illusion Resistance. The cyclops has advantage on saving throws against illusions that include visual elements it can see.

Poor Depth Perception. The cyclops has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.

Actions

Multiattack. The cyclops chief makes three attacks: two with its claws and one with its bite; or it makes two attacks with its glaive or javelins.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. 

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.  or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Bonus Actions

Aggressive. As a bonus action, the cyclops can move up to its speed toward a hostile creature that it can see.

Hypnotic Stare.  As a bonus action, the cyclops's eye becomes a twisting vortex of colors and it stares at a creature within 60 feet, who must make a DC 13 Wisdom roll or be charmed for one minute. While charmed by this spell, the creature is incapacitated and has a speed of 0. The condition ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. A target that successfully saves is immune to this cyclops's stare for the next 24 hours.

 

Description

The largest and strongest Amiraspi cyclopes, usually around 10 feet tall, become chiefs of their tribe. Cyclops chiefs rule by brute force and savagery, seizing whatever takes their fancy and beating down any opposition. Most are far-sighted enough to see humanoid monsters such as gnolls or goblins as minions to be conquered rather than just food.
 An amiraspi cyclops chief keeps the best treasure and equipment for its personal use, so might possess a shield or usable magic item.
 See Amiraspi Cyclops for further information. 
 

(Originally created by Albie Fiore; appeared in White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)

Previous Versions

Name Date Modified Views Adds Version Actions
5/31/2023 2:22:10 PM
13
0
--
Coming Soon
6/1/2023 2:31:35 PM
15
0
--
Coming Soon
6/3/2023 2:02:23 PM
19
0
--
Coming Soon
6/3/2023 2:04:40 PM
17
0
--
Coming Soon
6/8/2023 1:19:59 AM
18
0
--
Coming Soon
9/30/2023 12:38:07 PM
25
0
--
Coming Soon
9/30/2023 7:44:13 PM
27
0
--
Coming Soon

Environment: DesertGrasslandHillMountainUnderdark

casliber

Comments

Posts Quoted:
Reply
Clear All Quotes