Great Cyclops
Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of possible futures has…
- AC
- 32
- HP
- 235
- Perc
- +22
- Fort
- +25
- Ref
- +19
- Will
- +22
- STR
- +7
- DEX
- +1
- CON
- +6
- INT
- -2
- WIS
- +4
- CHA
- -1
- greatclub +25 3d10+13 bludgeoning reach 15 ft
- horn +25 2d10+13 piercing reach 15 ft
- fist +25 3d4+13 bludgeoning reach 15 ft
- rock +23 4d6+7 bludgeoning 120 ft
- AC
- 32
- HP
- 235
- STR
- +7
- DEX
- +1
- CON
- +6
- INT
- -2
- WIS
- +4
- CHA
- -1
Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of possible futures has driven them beyond reason.
AC 32
Fort +25
Ref +19
Will +22
HP 235
Ferocity [Reaction]
Flash of Brutality [Free Action] (fortune, occult) Frequency once per day, and recharges when the great cyclops uses Ferocity; Trigger The great cyclops succeeds at an attack roll; Effect The attack becomes a critical success.
Speed 40 feet
Melee
[Single Action]
greatclub +25 (Backswing, reach 15 feet, Shove),
Damage 3d10+13 bludgeoning
Melee
[Single Action]
horn +25 (reach 15 feet),
Damage 2d10+13 piercing