AC 17 (splint armor)
HP 126 (11d12 + 55; bloodied 63)
Speed 40 ft.
Proficiency +3; Maneuver DC 16
Skills Animal Handling +3, Survival +3
Senses passive Perception 10
Languages Giant
Panicked Rage. While a cyclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage .
Poor Depth Perception. The cyclops makes all ranged attacks with disadvantage .
ACTIONS
Multiattack. The cyclops makes two melee attacks.
Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception), one target. Hit: 32 (5d10 + 5) bludgeoning damage.
BONUS ACTIONS
Thick Skulled (1/Day). The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw .
REACTIONS
Big Windup. When a creature hits the cyclops with a melee attack, the cyclops readies a powerful strike against its attacker. The cyclops has
advantage
on the next club attack it makes against the attacker before the end of its next turn.
Combat
The cyclops throws rocks when it can’t reach its foe but it prefers melee. It uses its club attack on whichever creature it has targeted with Big Windup. It may retreat or surrender if reduced to 30 hit points or fewer, unless it is too enraged to notice its wounds.
Names
Arges, Hephontus, Tiryn, Yellow-Eye
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Cyclopes are simple, one-eyed giants who often live in caves or ruins.
DC 15 Cyclopes are not always hostile, but they rarely respond well to creatures who move or talk too quickly.
Although cyclopes are not naturally warlike, their toughness, strength, and gullibility make them useful pawns for warlords and conquerors. A well-armored and armed cyclops makes a fierce soldier.
Wilderness Behavior
1 Guarding prisoners for when it gets hungry
2 Tending livestock such as giant goats
3 Ripping down a tree to craft a club
4 Living in an ancient ruined shrine, using a fallen statue as a bench
Underground Behavior
1 Trying to smash a locked or stuck door
2 Herding giant spiders
3 Patrolling for an evil master
4 a wise cyclops seer with the ability to cast arcane eye once per day: will give you information for food and treasure
1 Filthy, musty smell
2 Distant hoarse bellowing
3 A splintered club or shattered boulder
4 Immense bare footprints
5 The ground trembles with distant, huge footfalls
6 A corpse pinned beneath a big rock
Cyclopes make their homes in caves, ruins, forests, or other far-flung locales.
CR 5–10 cyclops ; cyclops with ogre ; cyclops with 1d4 + 2 goblins ; cyclops with 1d4 giant goats
Treasure 500 gp, 1,100 sp, dozens of marble figurines of cyclopes of all ages (250 gp)
CR 11–15 2 cyclopes ; cyclops with 2 or 3 cave bears ; cyclops myrmidon
Treasure 1,800 gp, gold ewer (750 gp), potion of supreme healing , single eye of minute seeing , shield of missile attraction
Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.