Amiraspi Cyclops Chief
Large fey, chaotic evil
Armor Class 13 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|
20 (+5) | 13 (+1) | 18 (+4) | 11 (+0) | 11 (+0) | 16 (+3) |
Saving Throws WIS +2
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant, Gnoll, Goblin
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Monocular Illusion Resistance. The cyclops has advantage on saving throws against illusions that include visual elements it can see.
Poor Depth Perception. The cyclops has disadvantage on attack rolls with a ranged weapon or melee weapon if the target is more than 5 feet away.
Actions
Multiattack. The cyclops chief makes three attacks: two with its claws and one with its bite; or it makes two attacks with its glaive or javelins.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit (with disadvantage if reach more than 5 ft.), reach 10 ft., one target.
Hit: 16 (2d10 + 5) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 12 (2d6 + 5) piercing damage.
Bonus Actions
Aggressive. As a bonus action, the cyclops can move up to its speed towards a hostile creature that it can see.
Hypnotic Stare. As a bonus action, the cyclops's eye becomes a twisting vortex of colors and it stares at a creature within 60 feet. If the target can see the cyclops it must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed by the stare, the creature is incapacitated and has a speed of 0. The effect ends if an affected creature takes any damage, or if someone else uses an action to shake the creature out of its stupor.
A target that successfully saves is immune to this cyclops's stare for the next 24 hours.
Description
The largest and strongest Amiraspi cyclopes, usually around 10 feet tall, become chiefs of their tribe. Cyclops chiefs rule by brute force and savagery, seizing whatever takes their fancy and beating down any opposition. Most are far-sighted enough to see humanoid monsters such as gnolls or goblins as minions to be conquered rather than just food.
An amiraspi cyclops chief keeps the best treasure and equipment for its personal use, so might possess a shield or usable magic item.
See
Amiraspi Cyclops for further information.
(Originally created by Albie Fiore; appeared in
White Dwarf Magazine #21 (Oct/Nov 1980) as part of the Fiend Factory mini-module "One-Eye Canyon", edited by Albie Fiore.)