Poor Depth Perception. Adonis has disadvantage on any attack roll against a target more than 40 feet away.
Desparation I. When Adonis reaches half health, he gets desperate. While desperate, he can make two extra Greataxe attacks on his turn as a bonus action.
Desparation II. When Adonis reaches a third of his health, he becomes even more desperate. While desperate, he deals 4 (1d6+1) extra Lightning damage on his Greataxe attacks (Included in the attack).
Desparation III. When Adonis reaches one-quarter of his health, he becomes fearfully desperate. While desperate, he can choose to heal 5 (1d6+2) hit points on a successful Greataxe attack. This trait can be used only once per turn.
Multiattack. Adonis makes three Greataxe attacks.
Greataxe. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 22 (2d12+9) slashing damage plus 7 (1d6+4) lightning damage. If Adonis's Desperation II trait is active, he deals an additional 4 (1d6+1) lightning damage on a hit.
Channel Lightning (Recharge 5-6). Adonis uses his Greataxe to channel lightning. Up to four creatures within 40 ft. of him must make DC 17 Dexterity saves, taking 18 (4d6+4) lightning damage on a failed save, or half as much on a successful one.
Rock. Ranged Weapon Attack: +14 to hit, range 30/150 ft., one target. Hit: 31 (4d10+9) bludgeoning damage.
Adonis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Adonis regains spent legendary actions at the start of his turn.
Greataxe. Adonis makes a Greataxe attack.
Thrown Stone. Adonis makes a Rock attack.
Channel lightning (Costs 2 actions). Adonis uses his Channel Lightning action, if available.
Description
While most Cyclopes are dim-witted and unwise, something changed with the being now known as Adonis, the Mountain King. Adonis is the Eldest of his brothers, Cletus and Orion, and is as such the wisest.
However, he is not called the Mountain King for nothing. Living at the peak of Mount Trolkataigidas, Adonis has an army at his disposal and is often surrounded by 2d4 of his top lieutenants.
Like his brothers, legends have emerged that Adonis's eye has extreme magical power. If harvested from his corpse, the eye is an Artifact that can be turned into a sentient Hammer of Thunderbolts with the mind of the Mountain King within.
While Adonis is still a Cyclops, he has a sense of honor and respect towards his opponents, letting them have the first strike and being fair with what he uses against them. He only truly loses this sense of Valor when he gets desperate, channeling his Cycloptic rage into his attacks.
Lair and Lair Actions
Adonis's lair is at the peak of Mount Trolkataigidas, a long-forgotten peak in the North. A repaired, once-ruined castle there serves as his home. He has spent most of his adult life there and is approaching his 532nd birthday.
Lair Actions
When fighting inside his Lair, Adonis has supreme control over the area. On initiative count 20 (Losing initiative ties), he takes a lair action to cause one of the following effects to occur:
- The weather shifts, creating the effect of a Call Lightning spell in the area until the end of Adonis's next turn. The spell doesn't need concentration from Adonis; it simply takes effect. However, Adonis controls the points where the lightning strikes.
- Earth shakes and stones fall, creating the effect of the Earthquake spell at a point of Adonis's choice within 50 ft. of him.
- The ground contorts around one creature of Adonis's choice like a snake, restraining that creature until the start of his next turn.
Regional Effects
The area around Adonis's lair is warped by his presence, creating one or more of the following effects:
- Caverns within 1 mile of the lair become inhospitable, and any creatures within such caves must succeed on a DC 15 Constitution save every minute or become under the effect of the Poisoned condition for 1 minute.
- Loud winds constantly plague the area within 1 mile of the lair, making communication nearly impossible. Creatures in the area can only communicate when they are within 20 feet of one another, and only through yelling. Torches and other nonmagical open flames are extinguished while within the area.
- Shadows cloak the area within 1 mile of the lair, creating an area of Dim light.
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