MMMM: Horned Cyclops

Horned Cyclops
Huge Giant / Warrior 5
Hit Dice: 10d8+5d8+90 (157 hp)
Initiative: -1 (-1 Dex)
Speed: 40 ft., climb 10 ft.
AC: lower 18 (-2 size, -1 Dex, +11 natural), upper 14 (+7 natural)
Attacks: 2 Claws +20 melee and Gore +15 melee; or Club +20 melee and Gore +15 melee; or 1-2 Boulders +21 melee
Damage: Claw 2d4+10, Gore 2d6+5; Club 2d8+10; 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 +25, Ref +2, Will +2
Abilities: Str 30, Dex 8, Con 22, Int 5, Wis 9, Cha 12
Skills: Climb +20, Hide -4, Intimidate +4, Jump +12, Listen +4, Spot +1, Swim +13
Feats: Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Power Attack, Sunder

Climate/Terrain: Temperate or tropical coastal cliffs & mountains
Organization: Solitary, family (2-4 of various levels)
Challenge Rating: 9
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class (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. 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. This horned cyclops can hurl boulders of 90 to 120 lbs (Large objects) for 120 ft and 2d8+10 damage, boulders of 60 to 80 lbs (Medium-size objects) for 240 ft and 2d6+10 damage, 2 rocks of 40 to 50 lbs (Small objects) for 360 ft and 1d8+10 damage, or 2 rocks of 20 to 30 lbs (Tiny objects) for 480 ft and 1d6+10 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 -1 DEX penalty applies to the roll.
 
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Barbarian is a good choice, too. I'll add that to the list of acceptable class advancements.

ECL? I have no idea how much being Huge would add. :)
 
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Well, let's see:

Size huge: +0 (doesn't matter at all)
Unbalanced ability scores (str +20!, Dex -4, Con +12, Int -6, Wis -2, Cha +0): +2
Natural Armor: +2
Reach 15': +2
Climb speed: +1
Three natural weapons one of which deals a lot of damage: +1
Damage Reduction: +1
Rock Throwing: +1

Giving it a level adjustement of +10 for a total ECL of +16!

Well, it needs to be tested a little, but I would on an off hand say that a final ecl of +14 to +15 would be about right ;)
 

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