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Breadcrumb

Merclops

Challenge
str
20
dex
10
con
20
int
8
wis
10
cha
10

AC 13 (natural armor)

HP 126 (11d12 + 55; bloodied 63)

Speed swim 60 ft.


Proficiency +3; Maneuver DC 16

Skills Animal Handling +3, Survival +3

Senses passive Perception 10

Languages Giant


Panicked Rage. While a merclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage .

Poor Depth Perception. The merclops makes all ranged attacks with disadvantage .

Aquatic. The merclops can breathe underwater.


ACTIONS

Multiattack. The merclops makes two melee attacks.

Club. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 90 ft. (see Poor Depth Perception), one target. Hit: 27 (4d10 + 5) piercing damage. The target makes a DC 16 Strength saving throw . On a failure, the merclops pulls the target up to 30 feet toward the merclops.


BONUS ACTIONS

Thick Skulled (1/Day). The merclops can end one condition on itself that was imposed through a failed Wisdom saving throw .


REACTIONS

Big Windup. When a creature hits the merclops with a melee attack, the merclops readies a powerful strike against its attacker. The merclops has advantage on the next club attack it makes against the attacker before the end of its next turn.

Combat

The merclops uses its harpoon 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

Description

A merclops is a denizen of the deep ocean resembling a huge, one-eyed merfolk.

Signs

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

Encounters

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

Monster Type Description

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.