39 lines
1.4 KiB
Markdown
39 lines
1.4 KiB
Markdown
# Cyclops
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*Huge* *Giant*
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- **Armor Class:** 13
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- **Hit Points:** 126 (11d12+55)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 7 (2,900 XP)
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- **Source:** A5e Monstrous Menagerie, page 58
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 20 (+5) | 10 (+0) | 20 (+5) | 8 (-1) | 10 (+0) | 10 (+0) |
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- **Skills:** animal +0, survival +3
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- **Senses:** passive Perception 10
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- **Languages:** Giant
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### Special Abilities
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- **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.
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- **Poor Depth Perception:** The cyclops makes all ranged attacks with disadvantage.
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### Actions
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- **Multiattack:** The cyclops makes two melee attacks.
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- **Club:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
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- **Rock:** Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception) one target. Hit: 32 (5d10 + 5) bludgeoning damage.
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### Bonus Actions
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- **Thick Skulled (1/Day):** The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
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### Reactions
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- **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.
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