The largest and strongest Amiraspian Cyclopes, usually around 10 feet tall, becomes the chief of the tribe. A chief keeps the best treasure and equipment for its personal use, so might possess a shield or usable magic item.
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.
See Amiraspian Cyclops for further information.
plural sounds better so gon with that/ Amiraspian Cyclops Chief
The largest and strongest Amiraspian 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 Amiraspian cyclops chief keeps the best treasure and equipment for its personal use, so might possess a shield or usable magic item.
See Amiraspian 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.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.