Great Cyclops

CREATURE 12

uncommon ce 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

Catch Rock [R]

Ferocity [R]

Flash of Brutality [F] (divination, 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), Damage 2d10+13 piercing

Melee [>] fist +25 (agile, reach 15 feet), Damage 3d4+13 bludgeoning

Ranged [>] rock +23 (brutal, range increment 120 feet), 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 [>]

Bestiary, page 69.

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