CREATURE 12
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
Flash of Brutality (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.
Bestiary, page 69.
Open Great Cyclops in the interactive creatures list or browse all creatures starting with G.