Cyclops, Great
Degenerate giants of cyclops-kind, the legendary great cyclopes embody the rage and dark doom of this race of uncanny seers. In their eyes blaze endless possibilities for bloodshed and terror, their myopic gazes seeming to witness the potential for infinite deaths and devastations hidden within each moment. Gigantic but dull-witted, these massive savages are usually loners, but occasionally either need or fate drives them to rampages from which few are safe. Such undeniable force brings with it a dread that, in many instances, grows to reverence, giving rise to strange cults that cloak these cyclopes with veils of menace and dark legends.
Denizens of remote and primeval parts of the world, great cyclopes typically dwell in lands where none might intrude upon them—deserted islands, high craggy mountains, and stoic hill countries often provide the great caves they favor as lairs. While most avoid well-traveled or populated lands, spending much of their time hunting megafauna and even monstrous prey in the wilds, some, driven by hunger or a desperation to wander, seek out the paths and settlements of humanoids, finding that their fragile buildings are easily shattered and that the mewling creatures make savory meals.
The average great cyclops stands approximately 30 feet tall and weighs upward of 4 tons, though individuals of significantly greater size are known.
- HP
- 195 (17d8+119)
- AC
- 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, -2 size)
- Speed
- 50 ft. (35ft. in armor)
- Init
- +1
- Melee
- mwk greatclub +24/+19/+14 (3d8+19), gore +18 (1d8+6) or gore +23 (1d8+13), 2 slams +23 (2d6+13)
- Ranged
- rock +12 (2d6+19)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +12
- CMB
- +27
- CMD
- 38
- Fort
- +12
- Ref
- +6
- Will
- +14
Weapons: Simple
powerful charge (gore, 4d8+24)
rock throwing (120 ft.)
Flash of Brutality — Once per day as a swift action, a great cyclops can gain a burst of savage of inspiration. When it does, it doubles the threat range of all weapons, natural attacks, and rock attacks it makes until the start of its next turn. Furthermore, once per day, when the great cyclops reaches 0 or fewer hit points and is conscious because of its Diehard feat, this ability recharges, allowing it to use the ability a second time that same day.
Awesome Blow, Cleave, Critical Focus, Diehard, Endurance, Improved Bull Rush, Iron Will, Power Attack, Sickening Critical
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>
<p class="stat-block-1"> When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.</p><p class="stat-block-2">When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.</p>
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.</p>
Perception +22
- Type
- Humanoid
- Alignment
- CE
- Size
- Huge
- Environment
- any temperate or tropical
- Organization
- solitary, colony (2-5), or tribe (6-14)
- Treasure
- standard (masterwork greatclub, hide armor, other treasure)
- Senses
- low-light vision; Perception +22
- Languages
- Common, Cyclops, Giant
- Source
- Bestiary 3
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Critical Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Diehard (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Sickening Critical (Feat)House/Core — covered by the site's Section 15.
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