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Great Cyclops

Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost.

Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, but they are now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from its own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. It is fortunate indeed that the great cyclops prefers to dwell far from humanoid settlements, because its immeasurable bloodlust inspires it to destroy virtually anything that moves, from dinosaurs and other monsters to the occasional explorer or soon-to-be-lost caravan.

Great CyclopsCreature 12

UncommonCEHugeGiantHumanoidMutant
Source Bestiary pg. 69
Perception +22; low-light vision
Languages Common, Cyclops, Jotun
Skills any one Lore +18, Athletics +25, Survival +22
Str +7, Dex +1, Con +6, Int -2, Wis +4, Cha -1
Items greatclub, hide armor
AC 32, Fort +25, Ref +19, Will +22
HP 235
Catch Rock ReactionReaction Ferocity ReactionReaction Flash of Brutality Free ActionFree Action (divination, 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 ActionSingle Action greatclub +25 (backswing, reach 15 feet, shove), Damage 3d10+13 bludgeoningMelee Single ActionSingle Action horn +25 (reach 15 feet), Damage 2d10+13 piercingMelee Single ActionSingle Action fist +25 (agile, reach 15 feet), Damage 3d4+13 bludgeoningRanged Single ActionSingle Action rock +23 (brutal, range increment 120 feet), Damage 4d6+7 bludgeoningPowerful Charge Two ActionsTwo Actions The great cyclops Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike’s damage is increased to 3d10+20.Throw Rock Single ActionSingle Action

All Monsters in "Cyclops"

NameLevel
Cyclops5
Great Cyclops12

Cyclops

Source Bestiary pg. 68
The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult wisdom and divinatory magic that gave them the mystic ability of foresight. But their legendary oracular powers failed to prevent the fall of their society, and the vast kingdoms of the cyclops long ago collapsed into ruin. Today, cyclopes have forgotten much of what they once knew, and they skulk among the crumbling remains of their fallen cities like forgotten kings and queens gone mad.

Cyclops Seers

Great cyclopes are traditionally violent creatures, but some retain fragments of the old ways that lull them into periods of calm. During such times, they can be incredible sources of information, but one must take care to be well away from the great cyclops’s lair before its bestial rage wakens once more.

Lost Civilizations

Cyclopes dwell in or near the remains of their lost civilizations—notably Ghol-Gan in Garund, Koloran in northwestern Casmaron, and various kingdoms in Iblydos. Ruins of Ghol-Gan still dot the archipelago of the Shackles, and untold numbers of treasures belonging to the ancient cyclops empire still await discovery. Pirates and treasure hunters regularly conduct expeditions in search of lost Ghol-Gani relics, but many of these voyages never return. Among those that do, survivors speak of terrible curses, gruesome traps, and one-eyed undead guardians.