# Cyclops *Huge* *Giant* - **Armor Class:** 13 - **Hit Points:** 126 (11d12+55) - **Speed:** walk 40 ft. - **Challenge Rating:** 7 (2,900 XP) - **Source:** A5e Monstrous Menagerie, page 58 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 20 (+5) | 10 (+0) | 20 (+5) | 8 (-1) | 10 (+0) | 10 (+0) | - **Skills:** animal +0, survival +3 - **Senses:** passive Perception 10 - **Languages:** Giant ### Special Abilities - **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. - **Club:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 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.