Illumination. The Cyclops sheds bright light in a 10-foot radius and dim light for another 10 feet.
Regeneration. The shield guardian regains 1d10 hit points at the start of its turn if it has at least 1 hit point and the Gem of Amplification still remains inside the Cyclops
Amplify Lightning. Whenever a spell that deals lightning damage hits or includes the Cyclops in the area, the spell does an additional 13 (3d8) lightning damage.
Fluctuation Gauntlets. Melee Weapon Attack: +1d8 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) bludgeoning damage plus 8 (1d10+1d4) lightning damage. If the attack does at least 15 damage, both the Cyclops and the target cannot take reactions until the start of the Cyclops’s next turn.
Arc Lightning (Recharge 4-6). Ranged Spell Attack: +7 to hit, Range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the Cyclops’s choice that it can see within 30 feet of the target. That second creature must make a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The Cyclops’s takes 11 (2d10) force damage after resolving the attack.
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