Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 40 feet away.
Siege Monster. The cyclops deals double damage to objects and structures.
Dual Shields. The cyclops carries two shields, each of which is accounted for in the cyclops’s AC. The cyclops must stow or drop one of its shields to hurl rocks.
Front-facing Armor. The armor class listed does not apply if the cyclops is attacked from behind. The exposed back has an armor class of 14 instead.
Multiattack. The cyclops makes two greatshield attacks.
Greatshield. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) piercing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 40/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Shield Charge. The cyclops moves up to 40 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a greatshield attack against that creature. If the attack hits, the target must also succeed on a DC 18 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.
Block the Path. Until the start of the cyclops’s next turn, attack rolls against the cyclops have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the cyclops’s reach without teleporting must succeed on a DC 18 Strength saving throw or have its speed reduced to 0 until the start of the cyclops’s next turn.
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.
Some of them, however, are enthralled by the concept of power, and take up weapons similar to that of mightier creatures. Battering Ram is one of these, imitating and idolizing fire giant dreadnoughts. He shoves all those who stand in his way, acting as the prime enforcer of the Hellhound Unit.
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