Great Cyclops

Great Cyclops Creature 12

Uncommon CE Huge Giant Humanoid Mutant

Senses Perception +22; low-light vision

Languages Common, Cyclops, Jotun

Skills Athletics +25, any one Lore +18, 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 [reaction]

Ferocity [reaction]

Flash of Brutality [free-action] (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 [one-action] greatclub +25 (backswing, reach 15 feet, shove), Damage 3d10+13 bludgeoning

Melee [one-action] horn +25 (reach 15 feet), Damage 2d10+13 piercing

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

Ranged [one-action] rock +23 (brutal, range increment 120 feet), Damage 4d6+7 bludgeoning

Powerful Charge [two-actions] 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 [one-action]

About

Gigantic, dim-witted loners, the great cyclopes embody their lesser kin writ large. They are both stronger and more violent, but their uncontrolled vision into possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury, and out of a desperate desire for peace, quiet, and an end to their hunger, they lash out at all who come near. Wise creatures avoid great cyclopes at all cost.

Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, but they are now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species.

Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from its own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus. It is fortunate indeed that the great cyclops prefers to dwell far from humanoid settlements, because its immeasurable bloodlust inspires it to destroy virtually anything that moves, from dinosaurs and other monsters to the occasional explorer or soon-to-be-lost caravan.

Section 15: Copyright Notice
Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.