Ur-Cyclops
When the Titans first came to power in Theros and began their eternal conflict with the gods, the cyclops were among the first giant-kin they created. As the war continued, and the powers of the Titans grew more defined, so too would their creations. The cyclopes born later in the war were faster, stronger, and more intelligent than the Titans' first attempts.
These predecessors would come to be known as ur-cyclopes- granted great strength, but little reason, and slave to their own anger. The ur-cyclopes could barely think, and therefore could not rationalize and plan. As the gods and their mortal followers began to overwhelm the forces of the Titans, the anger of the ur-cyclopes proved to be a detriment, and they were left behind by their creators.
Few and Far After After the fall of the Titans, the ur-cyclopes were left with no reason for their existence. Too intelligent to determine their own path, they devolved even further, becoming little more than wild beasts. They separated, spreading across the span of Theros, hiding away in the wilds and competing with themselves and others for territory, which they guard jealously.
In spite of the vast numbers created for the Titan War, few of the ur-cyclopes remain today. They are isolated, living alone in the furthest reaches of the Theros' wilds, apart from even each other. Their minds are still vicious, and they attack those that trespass their territory on sight, without regard for even their own safety. While an ur-cyclops unprepared, they are more manageable than even a traditional cyclops- just one more reason why their numbers have dwindled so drastically.
Ur-Cyclops
These predecessors would come to be known as ur-cyclopes- granted great strength, but little reason, and slave to their own anger. The ur-cyclopes could barely think, and therefore could not rationalize and plan. As the gods and their mortal followers began to overwhelm the forces of the Titans, the anger of the ur-cyclopes proved to be a detriment, and they were left behind by their creators.
Armor Class | 13 (natural armor) | ||
---|---|---|---|
Hit Points | 8d12+40 | ||
Speed | 30 ft. | ||
Strength | 20 (+5) | ||
Dexterity | 11 (+0) | ||
Constitution | 20 (+5) | ||
Intelligence | 4 (-3) | ||
Wisdom | 6 (-2) | ||
Charisma | 8 (-1) | ||
Senses | Passive Perception 8 | ||
Languages | Giant | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Destructive | The cyclops can't take the Disengage or Hide action | |
Special 2 | Monstrosity | At the start of each of the cyclops' turns, | if it took damage since the end of its last turn, roll a d10 . |
On a result of 6 or higher, | the cyclops becomes monstrous until the end of its next long rest. | While monstrous, the cyclops gains a +3 bonus to attack and damage rolls, | and all attacks made against it have an advantage |
Special 3 | Poor Depth Perception | The cyclops has a disadvantage on any attack roll against a target more than 30 feet away | |
Special 4 | Trample | When the cyclops reduces a creature to 0 hit points with a melee weapon attack, | it can automatically make another attack |
with the same weapon against a different target within reach | |||
Action 1 | Greatclub | Melee Weapon Attack | d20+7 to hit |
Reach 10 ft., one target | Hit 3d8+5 bludgeoning damage | ||
Action 2 | Rock | Ranged Weapon Attack | d20+7 to hit |
Range 30/120 ft., one target | Hit 3d10+5 bludgeoning damage |
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