Cyclops

Large giant, neutral evil

Armor Class 15 (natural armor)
Hit Points 142 (15d10+60)
Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 19 (+4) 10 (+0) 15 (+2) 12 (+1)

Saving Throws Con +8, Wis +6
Skills Athletics +10, Intimidation +5, Perception +6
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 16
Languages Giant
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Fierce If the cyclops takes damage that would reduce it to 0 hit points or less, it can attempt a Con save (DC 8 + damage dealt). On a successful save, it is instead reduced to 1 hit point.
  • Cyclops Charge If the cyclops moves 20 feet or more and hits with a greatclub attack, the target takes an extra 2d10 bludgeoning damage. If the target is Medium or smaller, it must make a DC 18 Str save or be pushed 10 feet and forced prone.

ACTIONS

  • Multiattack. The cyclops makes two greatclub or rock attacks, and one terrible gaze attack.
  • Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 2d10+6 bludgeoning damage.
  • Rock. Ranged Weapon Attack: +5 to hit, range 30 ft./120 ft., one target. Hit: 2d6+6 bludgeoning damage.
  • Terrible Gaze. The cyclops chooses a creature within 60 feet to make a Cha save (DC 14). On a failure, the creature is frightened for 1 minute, or frightened and paralyzed if it fails the save by 5 or more. An affected creature can attempt a new save at the end of each of its turns.

REACTIONS

ABOUT

Standing more than 12 feet tall, this powerfully muscled creature has thick, gray-green skin and carries a club longer than a full-grown man. Massive tusks jut from its heavy jaw and twisting horns crown its head, but its most distinctive feature is the single dark eye in the middle of its fierce face.

The cyclopes are an ancient race that ruled wide kingdoms in Thule before humankind came to the shores of the island continent. They are few in number now, lingering in a few remote vales of the Zinandar Mountains and the high passes of the Starcrowns.

The cyclopes nurse a bitter hatred for humans of all races and cultures, believing that the human tribes of ages past were responsible for the fall of the long-lost cyclops realms and the decline of their race. The cyclopes of the current age are reclusive and territorial.

They protect their dwindling homelands with single-minded ferocity, aggressively attacking any intruders that wander into their territory. The monsters are literally fearless in battle, throwing themselves against almost any number of foes and trusting to their great strength to carry the day. Conversely, enemies who meet the fierce gaze of their single eyes are sometimes rooted to the spot by sheer terror.

Some who challenge cyclopes assume that they are dealing with dull-witted savages driven by unreasoning rage, but they dangerously underestimate the creatures.

Cyclopes are highly skilled builders in stone, and many of their old citadels or mountain roads remain standing thousands of years after they were first built. Their style features massive blocks joined without mortar, creating literally Cyclopean labyrinths of brooding walls and steep stairs. Many cyclops lairs are protected by simple but deadly stonework traps. Some cyclopes are also knowledgeable in primitive metalworking.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

This is not the complete license attribution - see the full license for this page