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.
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.
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
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.)
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