Great Cyclops

Creature 12
  • uncommon
  • Huge
  • giant
  • humanoid
  • mutant
Perception
+22; low light vision
Languages
Common, Cyclops, Jotun
Skills
Any One Lore +18, Athletics +25, Survival +22
Str +7, Dex +1, Con +6, Int −2, Wis +4, Cha −1
Items
greatclub, hide armor
AC
32; Fort +25, Ref +19, Will +22
HP
235

Ferocity ⟲

Flash of Brutality ◇ (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.

Speed
40 feet

Melee ◆ greatclub +25 (backswing, reach 15 feet, shove), Damage 3d10+13 bludgeoning

Melee ◆ horn +25 (reach 15 feet, unarmed), Damage 2d10+13 piercing

Melee ◆ fist +25 (agile, reach 15 feet, unarmed), Damage 3d4+13 bludgeoning

Ranged ◆ rock +23 (brutal), Damage 4d6+7 bludgeoning

Powerful Charge ◆◆ 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 ◆

Source: Pathfinder Monster Core

Running this fight? Add the great cyclops to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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