Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
Sapphire Arcana. The cyclops’s blue gem eye functions as an arcane focus. It can concentrate on two spells at once (instead of one). If it fails a Constitution saving throw to maintain concentration, it loses only one of the two effects (its choice).
Siege Monster. The cyclops deals double damage to objects and structures.
Multiattack. The cyclops makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Sapphire Eye Beam (Recharge 5–6). The cyclops fires a concentrated beam of pure arcane energy from its gem eye at one creature it can see within 90 feet. The target must make a DC 14 Dexterity saving throw.
- Failed save: 36 (8d8) force damage and the target is pushed 15 feet away.
- Successful save: half damage and no push.
Arcane Empowerment (Recharge 4–6). The cyclops draws power from its sapphire eye. Until the end of its next turn:
- Its spell attack rolls and the save DC of its spells increase by +2.
- Force damage it deals ignores resistance.
- It can cast one cantrip as part of the same bonus action (usually eldritch blast).
Counterstrike. When a creature the cyclops can see within 60 feet casts a spell, the cyclops can use its reaction to cast counterspell (using one of its 3rd-level slots if necessary). If it successfully counters the spell, it also deals 14 (4d6) force damage to the caster.
Description
Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength, but they can often be tricked by clever foes.
Tactics for a Hard Fight (4 × Level 5)
- Opens with slow or hold person to lock down the party, then follows with lightning bolt or ice storm.
- Uses shield and counterspell aggressively to protect itself.
- Mixes melee (force-enhanced club) with eldritch blast and Sapphire Eye Beam for high burst.
- Arcane Empowerment turns it into a temporary glass-cannon blaster.
- Misty step and banishment give it strong positioning and removal tools.
This version plays like a brutal battlefield controller and blaster. It is less tanky than the green healing cyclops but far more dangerous if allowed to cast freely. Focus fire and breaking its concentration (or forcing it to burn slots on defense) is the key to victory.
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