Cyclops Greater (Primordial Cyclops)
The first Cyclopes–Brontes (thunderer), Steropes (flasher) and Arges (brightener)–were the sons of Uranus and Gaia. They were giants with a single eye in the middle of their forehead and a foul disposition. These are more intelligent and civilized than their lesser cousins.
They fashioned thunderbolts for Zeus to use as weapons and helped him overthrow Cronus and the other Titans.
Uranus, fearing their strength, and their lack of beauty, although they were already skilled crafters in their youth, was revolted by them. In his disgust he cast them into Tartarus where their rage simmered and their skills, if anything, actually increased.
They remained in Tartarus until the greatest son of Uranus, Cronus, liberated them in order to construct Cronus infamous scythe of castration and to fight at his side against the power of Uranus, along with the Hecatonchires, after Uranus was castrated and overthrown by Cronus. After Cronus was victorious, he promptly rewarded the Cyclopes by throwing them back into Tartarus, where they remained, guarded by Campe, until freed by Zeus.
Finally, Cronus – own child, Zeus, slew Campe In exchange for their freedom, Zeus commissioned them to craft artifacts that would be used in the Titanomachy; Such as Artemis‘ bow and arrow, Hades – Helmet of Darkness, that was later given to Perseus on his quest to kill Medusa, Zeus Lightning, and Poseidon’s trident. With these weapons and with the Cyclopes fighting at Zeus side, the Olympians successfully overthrew the Ancient Titans leaving the Cyclopes with the choice as to where they could choose to reside in one of Zeus rarer instances of keeping his word.
No Cyclopes will ever knowingly take any action that could help any Ancient Titan.
Primordial Cyclops
Kain’s 5e Monstrous Manual – Page 9 – Dicefreaks (tapatalk.com)
Gargantuan giant, chaotic neutral
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Armor Class 18 (natural armor)
Hit Points 420 (24d20 + 168)
Speed 40 ft.
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STR 27 (+8) DEX 11 (+0) CON 24 (+7) INT 16 (+3) WIS 14 (+2) CHA 12 (+1)
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Saves Str +15, Dex +7, Wis +9, Cha +8
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities fire
Condition Immunities charmed, exhaustion
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 12
Languages Giant
Treasure warhammer
Challenge 22 (2,300 XP)
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Future Focus (1/turn) The primordial cyclops gains advantage on one roll. (This overrides Poor Depth Perception when used.)
Legendary Resistance (3/day). If an cyclops fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cyclops has advantage on saving throws against spells and other magical effects.
Magic Weapons The cyclops’s weapon attacks are magical.
Poor Depth Perception The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
ACTIONS
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Multiattack. The cyclops makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +15 to hit, range 30/600 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage.
LEGENDARY ACTIONS
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A primordial cyclops can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. An elder titan regains spent legendary actions at the start of its turn.
Hammer The cyclops makes one warhammer attack. If it hits, the creature must succeed on a Constitution save (DC 23) or be stunned until the end of the cyclop’s next turn.
Anvil. The cyclops strikes its hammer against a hard surface, giving off sparks. All creatures within 120 ft. of the cyclops must succeed on a Dexterity save (DC 22) or take 17 (5d6) fire damage and catch on fire until they either take an action to put out the flames or suffer 20 points of cold damage.
Kick The cyclops makes a stomp attack. If it hits, the creature must succeed on a Strength save (DC 23) or be flung 50 ft. and land prone.
Cyclops Greater
Used with permissiom from Palindrome
Cyclops Greater | |
Huge outsider (Abomination, Extraplanar) | |
Hit Dice | 55d8 (outsider) plus +605 (1045 hp) |
Initiative | +10 (+2 Dexterity, +8 Superior Initiative) |
Speed | 50 ft. |
Armor Class | 48 (-2 size, +30 natural, +2 Dexterity, +8 deflection), touch 18, flat-footed 46 |
Base Attack/Grapple | +55/+83 |
Attack | 2 slams +73 or melee touch +73 or ranged touch +57 |
Full Attack | 2 slams +73 (4d6 plus +20) or melee touch +73 or ranged touch +57 |
Space/Reach | 15 ft./15 ft. |
Special Attacks | spell-like abilities |
Special Qualities | Blessing of the Firstborn, Cyclopes traits, DR 30/good and mithril, learned item immunity, legendary craftsmen, One-eyed, SR 50 |
Saves | Fort +40 Ref +31 Will +36 |
Abilities | Strength 51, Dexterity 14, Constitution 32, Intelligence 34, Wisdom 25, Charisma 26 |
Skills | Appraise +42, Bluff +28, Climb +30, Decipher Script +34, Concentration +51, Craft (armorsmithing, weaponsmithing) +70, Diplomacy +28, Intimidate +50, Knowledge (arcana) +70, Knowledge (architecture and engineering) +70, Knowledge (dungeoneering) +70, Knowledge (local-Tartarus) +70, Knowledge (nature) +46, Knowledge (the planes) +70, Listen +27, Search +52 (+58 secret doors/hidden compartments), Speak Languages (Celestial, Draconic, Giant, Infernal, Terran), Spellcraft +76, Spot +22, Survival +47 (+51 aboveground, +53 extraplanar, +51 find tracks, +53 underground), Use Magic Device +63 (+67 scrolls) |
Feats | Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Empower Spell-like Ability, Enlarge Spell, Extend spell, Improved Bull Rush, Improved Initiative, Power Attack, Scribe Scroll * |
Epic Feats | Craft Epic Magic Arms And Armor, Craft Epic Wondrous Item, Superior Initiative * |
Environment | Any Underground |
Organization | Solitary or Workshop (1-3 Cyclopes) |
Challenge Rating | 38 |
Treasure | 1-4 magic items |
Alignment | Any nongood |
Advancement | 56-65 HD (Huge), 66-75 HD (Gargantuan) |
Level Adjustment | – |
* The above feat selection reflects a series of choices for a Cyclopes that was born with significant spellcasting capability. Other Cyclopes will have different feat choices.
Spell-like abilities (Sp) At will: analyze dweomer, clairaudience/clairvoyance, flesh to stone, greater dispel magic, telekinesis, teleport (greater), transmute rock to mud, wall of stone
- 3/day: chain lightning, forcecage, mirage arcana
- 1/day: control weather, demand, earthquake, legend lore, shapechange.
- 1/week: superb dispelling, trap the soul.
Cast at 55th level. The saving throws against a Cyclopes’ spell-like abilities is DC 18 + spell level. The saving throws are Charisma-based.
Evil Cyclopes add the following to their list of spell-like abilities: At will: blasphemy, desecrate, enervation, Wrack.
- 1/day: identify transgressor, unholy aura.
- 1/week: Mindrape, unhallow.
Combat Most Cyclopes that have significant spellcasting power will open up with a barrage of enlarged and/or empowered spells; otherwise, their preferred tactics are to use their ranged spell-like abilities from a distance first and pummel their opponents into nonexistence.
Cyclopes Traits
Cyclopes are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects. Cyclopes are not subject to death from massive damage.
- Cyclopes possess fire and cold resistance 20. Cyclopes resist detection and all are treated as if affected by a nondetection spell cast at 55th level.
- Cyclopes can use true seeing at will
- Cyclopes can communicate telepathically with any creature within 1000 feet that has a language
- Cyclopes have regeneration 20/holy.
- Cyclopes receive a deflection bonus to their AC equivalent to their Charisma bonus.
- Cyclopes possess DvR 0 as defined in the Virtual Divine Ranks and Cosmic Entities article.
Blessing of the Firstborn (Su) Each Cyclopes possesses one unique special quality or special ability. Some of the Cyclopes, in particular those responsible for the construction of the weapons of the Titanomachy, are powerful spellcasters, while others, such as Argos, are blessed with a bizarre anatomy that drastically increases their combat prowess.
One-Eyed (Ex) The dominant feature of the Cyclopes and the feature responsible for their name is the fact that all Cyclopes, without exception, have only one eye. As a result, they have a -10 penalty to all Spot and Diplomacy checks, and a -5 penalty to all attacks with ranged weapons due to their permanent birth disfigurement.
Learned Item Immunity (Su) If a Cyclopes is attacked by a particular magical item or from a spell or power cast from that magical item, then that particular Cyclopes is permanently immune to damage from that spell or power cast from that particular item afterwards. This immunity does not extend to spells or powers that are cast from personal resources or from scrolls. If the item used against the Cyclopes is one that he has crafted himself, the item itself becomes hostile (treat as cursed) until the wielder stops attacking the Cyclopes with it.
Legendary Craftsmen (Su) If three or more Cyclopes are working together on a single project, they may craft a unique artifact for a single being. These same Cyclopes may only engage in such a creation once in their lifetime, as the effort is not only one of body, but of soul as well. Each Cyclopes engaged in such an effort must sacrifice 15 of their own HD to the artifact that they create as well as permanently lose their spellcasting ability in order to complete their creation. These HD and their spellcasting power are lost at the point when the final spell is cast upon the item.
See Also Cyclops Lesser