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Cyclops Lesser

Cyclops
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The Cyclops is a towering giant, easily surpassing 20 feet in height, with a hulking, muscular build that exudes raw power. Its most striking feature is a single, glaring eye centered in its forehead, often bloodshot and filled with a menacing glare. The creature’s skin is rough and weathered, resembling cracked stone, while its tangled hair and beard are matted with dirt and dried blood from its prey. Clad in ragged animal skins, the Cyclops carries a crude wooden club, easily capable of crushing boulders or foes alike.

Behaviorally, the Cyclops is a brutish, solitary creature, living in isolation far from civilization. It is driven by primal instincts, possessing little to no intelligence beyond basic survival and a fierce territoriality. The Cyclops is quick to anger and slow to reason, preferring to use its immense strength to resolve any confrontation. It is a carnivore, with a particular taste for human flesh, which it consumes raw in its dark, damp cave.

The Cyclops inhabits desolate, rocky regions, often found on remote islands or in rugged mountain ranges. Its lair is typically a large cave, littered with the bones of past victims, where it stores food and rests. The entrance to its dwelling is usually blocked by a massive boulder, which only it can move.

In terms of modus operandi, the Cyclops hunts by brute force, relying on its size and strength to overpower its prey. It has little need for strategy, often ambushing travelers or shepherds who wander too close to its territory. The Cyclops captures its victims alive, dragging them back to its cave to be devoured at its leisure.

Motivated by hunger and a deep-seated desire to protect its territory, the Cyclops is a creature of instinct rather than intellect. Its violent and aggressive nature makes it a relentless predator, feared by all who know of its existence. The Cyclops has no interest in wealth or power; its only desires are to feed and to remain unchallenged in its domain.


  • Cyclops Lesser
  • Cyclops Lesser Homebrew 3.5
Cyclops
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Huge giant, chaotic neutral


Armor Class: 16 (Natural Armor)
Hit Points: 172 (15d12 + 75)
Speed: 40 ft.


STRDEXCONINTWISCHA
24 (+7)8 (-1)22 (+6)8 (-1)12 (+1)10 (+0)

Saving Throws: Strength +12, Constitution +9
Skills: Perception +8, Athletics +12
Senses: Truesight 60 ft., Passive Perception 18
Languages: Giant, understands Primordial but cannot speak it
Challenge: 9 (5,000 XP)


Truesight. The Cyclops’ single eye grants it the ability to see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions, and perceive the original form of a shapechanger or a creature transformed by magic. It can also see into the Ethereal Plane within the same range.

Monstrous Strength. The Cyclops can lift and throw boulders weighing up to 5,000 pounds. It can also perform feats of strength such as breaking through stone walls or uprooting trees with ease.

Guardian of the Sacred. The Cyclops is often bound to a particular location, such as a cave, mountain, or ancient ruin, and will fight to the death to defend it. It has advantage on all saving throws while within 120 feet of its bound location.

Fearsome Presence (1/Day). The Cyclops can use its action to unleash a terrifying roar and glare. Each creature of the Cyclops’ choice within 30 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Cyclops is within line of sight, ending the effect on itself on a success.


Actions

Multiattack. The Cyclops makes two attacks with its Stone Club.

Stone Club. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 28 (4d8 + 7) bludgeoning damage.

Boulder Toss. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target.
Hit: 36 (6d10 + 7) bludgeoning damage. If the target is a structure, the attack deals double damage.

Wrathful Eye (Recharge 5–6). The Cyclops channels the raw power of its single eye into a devastating beam of energy. The Cyclops targets one creature it can see within 60 feet. The target must make a DC 17 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. If the target is a creature, it is blinded until the end of its next turn on a failed save.


Reactions

Cyclopean Stomp. When a creature moves within 10 feet of the Cyclops, it can use its reaction to make a Stomp attack. The target must succeed on a DC 17 Dexterity saving throw or take 22 (3d10 + 6) bludgeoning damage and be knocked prone.


Tactics

  • Defensive Powerhouse: The Cyclops will stand its ground, using its immense strength and reach to keep enemies at a distance. It will use its Boulder Toss to deal with ranged attackers or to bring down flying foes.
  • Guardian Instincts: The Cyclops is relentless in protecting its domain. It will focus on the most threatening intruder, using its Wrathful Eye to cripple powerful opponents or scatter groups with its Fearsome Presence.
  • Environmental Advantage: The Cyclops uses its knowledge of the terrain to its advantage, causing landslides, collapsing cave entrances, or using large objects as improvised weapons.

Lair Actions (if in its Lair)

On initiative count 20 (losing initiative ties), the Cyclops takes a lair action to cause one of the following effects; the Cyclops can’t use the same effect two rounds in a row:

  • Rockslide: The Cyclops causes a section of rock to collapse in a 20-foot radius within 120 feet of it. Each creature in that area must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone.
  • Roaring Winds: A strong gust of wind sweeps through the lair, extinguishing open flames and making ranged attacks more difficult. Until the next initiative count 20, all ranged weapon attacks made against the Cyclops or by the Cyclops have disadvantage.
  • Earthshaker: The Cyclops stomps the ground, causing a localized earthquake in a 30-foot radius. Each creature in that area must succeed on a DC 17 Strength saving throw or be knocked prone and take 14 (3d6) bludgeoning damage.

Environment and Behavior

  • Habitat: Cyclopes are usually found in remote, rugged terrains—mountains, caves, or ancient ruins—often guarding sacred or cursed sites. Their lairs are littered with the remains of previous trespassers, and they often keep treasures or sacred objects close by.
  • Behavior: Cyclopes are solitary and territorial, driven by a primal instinct to protect their domain. They are distrustful of outsiders and will react with immediate hostility to any perceived threat. Despite their brutish nature, Cyclopes possess a deep connection to the lands they guard, often bound to these locations by ancient pacts or curses.

Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums. 
On this Thread

Lesser Cyclops are the destructive creations of Poseidon, the god of the ocean. They usually make their dwellings on islands where they live a solitary life. If an unsuspecting adventurer wanders to far off into a lesser Cyclops’ territory, they are sure to incur its wrath. 

Lesser Cyclops stand 13 ft. tall and weigh about 1 ton.

Lesser Cyclops
Large Giant (chaotic, evil)
HD20d8+160 (250 hp)
Initiative+4
Speed40 ft.
Armor Class28 (+4 Dexterity, +15 natural, -1 size) touch 13, flat-footed 24
Base Attack/Grapple+15/+30
AttackLarge Greatclub +25 melee (2d8+16/19-20/x2), or slam +25 melee (2d6+16), or rock +23 ranged (2d8+16)
Full AttackLarge Greatclub +25/+20/+15/+10 melee (2d8+16/19-20/x2), or 2 slams +25 melee (2d6+11), or rock +23 ranged (2d8+16)
Space/Reach 10 ft./10 ft.
Special AttacksCrush, improved grab, rage, rock throwing
Special QualitiesAdvanced rock catching, Low-Light Vision
SavesFort +22, Ref +10, Will +7
AbilitiesStrength 33, Dexterity 18, Constitution 26, Intelligence 6, Wisdom 13, Charisma 10
SkillsClimb +19, Intimidate +17, Jump +23, Listen +5, Spot +5
FeatsAwesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Greatclub), Power Attack
EnvironmentWarm Mountains
OrganizationSolitary, or group (3-5)
CR14
TreasureStandard
AlignmentChaotic Evil
Advancement21-60 HD (large) or by character class

Combat: Lesser Cyclopes are brutes in battle, preferring to crush the life out of their foe’s and pummel them with uprooted tree trunks. Against ranged opponents a lesser Cyclops will not hesitate to throw rocks.

Advanced Rock Catching (Ex): The lesser Cyclops can catch Medium or smaller rocks without making a reflex save. It still must be ready and aware of the thrown rock. It must, however make a Reflex save DC 10 to catch large rocks. Again, it still must be ready and aware of the thrown rock.

Crush (Ex): When a lesser Cyclops grabs a Medium or smaller creature in its hands, it begins to crush the life from them. A lesser Cyclops deals 2d8+24 points of damage while crushing.

Improved Grab (Ex): If a lesser Cyclops manages to successfully hit a Medium or smaller creature with both of its slam attacks, it can attempt a grapple check. If successful, it holds them between its hands and begins to crush them.

Rage (Ex): Intruding a lesser Cyclops territory is enough to throw them into a frenzy. A lesser Cyclops can rage as a barbarian does 3 times a day, except their rage lasts for 30 rounds.

Rock Throwing (Ex): Lesser Cyclopes are accomplished rock throwers. They gain a +5 racial bonus when throwing rocks. Also, they can hurl rocks up to 50-70 pounds.

The range increment is 180 ft. for a lesser Cyclops· thrown rocks with a maximum range of 6 increments.

Skills: Lesser Cyclopes gain a +10 racial bonus on Intimidate skill checks.

Polyphemus

800px 1914 Redon Zyklop anagoria

An ugly giant creature stands before you. It resembles a hill giant with one eye. It wields in its hands, an uprooted tree trunk.

A scouting party led by Odysseus lands on the Island of the Cyclopes and discovers a large cave. They enter into the cave and feast on food they find there. This cave is the home of Polyphemus, who soon returns and traps the trespassers in the cave. He proceeds to eat several crew members, but Odysseus devises a cunning plan for escape.

To make Polyphemus unwary, Odysseus gives him a skin of very strong, nwatered wine. When Polyphemus asks for Odysseus‘ name, he tells him that it is ‘Outis’, Greek for ‘no man’ or ‘nobody’. Once the giant falls asleep drunk, Odysseus and his men take the spit from the fire and drive it through Polyphemus’ only eye. Polyphemus’ cries of help are answered by the others of his race; however, they turn away from aiding him when they hear that “Nobody” is the cause of his woes.

In the morning, Odysseus ties his men and himself to the undersides of Polyphemus’ sheep. When the  Cyclops lets the sheep out to graze, the men are carried out. Since Polyphemus has been blinded, he doesn’t see the men, but feels the tops of his sheep to make sure the men aren’t riding them. As he sailed away, Odysseus shouts “Cyclops, when your father asks who took your eye, tell him that it was Odysseus, Sacker of Cities, Destroyer of Troy, son of Laertes, and King of Ithaca,” which proves to be a catastrophic example of hubris. Now knowing his attacker’s name, Polyphemus asks his father Poseidon to prevent Odysseus from returning home to Ithaca, or to at least deprive him of his ship and crew.

See Also Cyclops Greater

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