Horned Cyclops
Huge Giant
Hit Dice: 10d8+60 (105 hp)
Initiative: -2 (-2 Dex)
Speed: 40 ft., climb 10 ft.
AC: lower 17 (-2 size, -2 Dex, +11 natural), upper 13 (+7 natural)
Attacks: 2 Claws +14 melee and Gore +9 melee; or Club +14 melee and Gore +9 melee; or 1-2 Boulders +15 melee
Damage: Claw 2d4+9, Gore 2d6+4; Club 2d8+9; Boulder (see below)
Face/Reach: 10x10 ft./15 ft. (tall)
Special Attacks: Rock throwing
Special Qualities: Damage reduction 5/+1, darkvision 30 ft., rock catching
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 28, Dex 7, Con 22, Int 5, Wis 9, Cha 11
Skills: Climb +18, Hide -4, Jump +10, Listen +3, Spot +0
Feats: Cleave, Improved Bull Rush, Power Attack, Sunder
Climate/Terrain: Temperate or tropical coastal cliffs & mountains
Organization: Solitary, family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class (barbarian, commoner or warrior)
Horned cyclopes have a rudimentary spoken language. These creatures are distantly related to other giants, and do not share their territory; nor do they share territory with their less-bestial cyclops relatives.
The horned cyclops can handle most foes with its three-clawed hands and goring head-butt; but it may also wield a large tree trunk as a club, or throw available boulders.
Combat
A horned cyclops has a satyr-like lower body with dense hair and cloven hooves. The upper body has less natural armor protection, but can usually only be reached with ranged weapons from medium-sized and smaller attackers. For simplification, the DM can elect to treat the AC as 15 for its entire body. Normal weapons barely penetrate below the thick skin, and even an embedded spear might never reach the flesh beneath, giving the horned cyclops a DR of 5/+1.
Darkvision (Ex): Horned cyclopes have the ability to see without any light source, but only within a 30 ft. range.
Rock Throwing (Ex): Adult horned cyclopes are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A horned cyclops can hurl boulders of 90 to 120 lbs (Large objects) for 120 ft and 2d8+9 damage, boulders of 60 to 80 lbs (Medium-size objects) for 240 ft and 2d6+9 damage, 2 rocks of 40 to 50 lbs (Small objects) for 360 ft and 1d8+9 damage, or 2 rocks of 20 to 30 lbs (Tiny objects) for 480 ft and 1d6+9 damage.
Rock Catching (Ex): A horned cyclops can catch Tiny, Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, the cyclops that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 10 for a Tiny rock, 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The cyclops must be ready for and aware of the attack, and its -2 DEX penalty applies to the roll.
Huge Giant
Hit Dice: 10d8+60 (105 hp)
Initiative: -2 (-2 Dex)
Speed: 40 ft., climb 10 ft.
AC: lower 17 (-2 size, -2 Dex, +11 natural), upper 13 (+7 natural)
Attacks: 2 Claws +14 melee and Gore +9 melee; or Club +14 melee and Gore +9 melee; or 1-2 Boulders +15 melee
Damage: Claw 2d4+9, Gore 2d6+4; Club 2d8+9; Boulder (see below)
Face/Reach: 10x10 ft./15 ft. (tall)
Special Attacks: Rock throwing
Special Qualities: Damage reduction 5/+1, darkvision 30 ft., rock catching
Saves: Fort +12, Ref +1, Will +2
Abilities: Str 28, Dex 7, Con 22, Int 5, Wis 9, Cha 11
Skills: Climb +18, Hide -4, Jump +10, Listen +3, Spot +0
Feats: Cleave, Improved Bull Rush, Power Attack, Sunder
Climate/Terrain: Temperate or tropical coastal cliffs & mountains
Organization: Solitary, family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class (barbarian, commoner or warrior)
Horned cyclopes have a rudimentary spoken language. These creatures are distantly related to other giants, and do not share their territory; nor do they share territory with their less-bestial cyclops relatives.
The horned cyclops can handle most foes with its three-clawed hands and goring head-butt; but it may also wield a large tree trunk as a club, or throw available boulders.
Combat
A horned cyclops has a satyr-like lower body with dense hair and cloven hooves. The upper body has less natural armor protection, but can usually only be reached with ranged weapons from medium-sized and smaller attackers. For simplification, the DM can elect to treat the AC as 15 for its entire body. Normal weapons barely penetrate below the thick skin, and even an embedded spear might never reach the flesh beneath, giving the horned cyclops a DR of 5/+1.
Darkvision (Ex): Horned cyclopes have the ability to see without any light source, but only within a 30 ft. range.
Rock Throwing (Ex): Adult horned cyclopes are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A horned cyclops can hurl boulders of 90 to 120 lbs (Large objects) for 120 ft and 2d8+9 damage, boulders of 60 to 80 lbs (Medium-size objects) for 240 ft and 2d6+9 damage, 2 rocks of 40 to 50 lbs (Small objects) for 360 ft and 1d8+9 damage, or 2 rocks of 20 to 30 lbs (Tiny objects) for 480 ft and 1d6+9 damage.
Rock Catching (Ex): A horned cyclops can catch Tiny, Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, the cyclops that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 10 for a Tiny rock, 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The cyclops must be ready for and aware of the attack, and its -2 DEX penalty applies to the roll.

Last edited: