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Great CyclopsCreature 12


UncommonHugeGiantHumanoidMutant
Source Pathfinder Monster Core
Perception +22 (low light vision)
Languages Common, Cyclops, Jotun
Skills Lore +18, Athletics +25, Survival +22
Str +7, Dex +1, Con +6, Int -2, Wis +4, Cha -1

AC 32; Fort +25; Reflex +19; Will +22;
HP 235
Speed 40 feet

Greatclub One Action +25 (+20, +15) to hit (backswing, reach 15, shove) 3d10+13 Bludgeoning
Horn One Action +25 (+20, +15) to hit (reach 15, unarmed) 2d10+13 Piercing
Fist One Action +25 (+21, +17) to hit (agile, reach 15, unarmed) 3d4+13 Bludgeoning
Rock One Action +23 (+18, +13) to hit (brutal) 4d6+7 Bludgeoning

Ferocity Reaction

Trigger The monster is reduced to 0 HP.


Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability

Flash of Brutality Free Action (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.

Powerful Charge Two 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 One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.


Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of 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, lash out at any who come near. Wise creatures avoid great cyclopes at all cost. It's fortunate for humanoids that great cyclopes prefer to dwell far from settlements.

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, 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 their own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus.


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 of their own fallen kingdoms.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Mutant

The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.