CYCLOPS – 5e stats

Huge giant (true giant), chaotic neutral

Armor Class 14 (natural armor)
Armor Class (suggested) 17 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
22 (+6)11 (+0)20 (+5)8 (-1)6 (-2)10 (+0)

Saving Throws (suggested) Str +9, Con +8
Senses passive perception 8
Languages Giant
Challenge 6 (700 XP)

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Actions

  • Multiattack. The cyclops makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Greatclub (suggested). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft. , one target. Hit: 28 (4d10 + 6) bludgeoning damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are usually 12 feet tall and weigh 1,200 pounds, with earthy skin tones that blend with their surroundings. They have a single large eye in the middle of their forehead, which is rumored to cause fear in anyone who looks at it. Cyclopes have muscular bodies and bald or spiked heads, depending on their origin. Some cyclopes are skilled craftsmen who can forge powerful weapons and armor for themselves or their masters.

COMBAT

Cyclopes are formidable foes in combat due to their size and strength. They can wield greatclubs or other large weapons with ease, and can also hurl rocks at their enemies with deadly force. However, their single eye gives them poor depth perception, which makes them vulnerable to ranged attacks and clever tactics. Cyclopes are not very intelligent or wise, and can often be tricked or outsmarted by their opponents. They are also prone to anger and violence, and will not hesitate to attack anyone who trespasses on their territory or insults them.

HABITAT / SOCIETY

Cyclopes typically live in mountainous or hilly regions, where they can find caves or ruins to dwell in. They are solitary creatures, preferring to avoid contact with other races, except for occasional raids or trade. Cyclopes are not very social, even among their own kind, and will only form temporary alliances for mutual benefit or protection. Cyclopes worship Grolantor, the god of hunting and war among the giants, who represents their ideals of power and might. Some cyclopes also serve fomorians, the twisted lords of the Feydark, who enslave them as workers or warriors.

ECOLOGY

Cyclopes are omnivorous, but prefer meat over plants. They hunt large animals such as deer, bears, or cattle, using their keen senses of smell and hearing to track them down. Cyclopes also scavenge for food from human settlements or caravans, stealing livestock or crops when they can. Cyclopes have a low reproductive rate, and usually mate only once in their lifetime. They give birth to one or two offspring at a time, which they raise until they are old enough to fend for themselves.

Cyclops is employed as material component to empower the following spells: