Cyclops Sentry

Huge Giant, Chaotic Neutral
Initiative +0 (10)
AC 14
HP 138 (12d12 + 60)
Speed 40 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
22
+6
+6
Dex
11
+0
+0
Con
20
+5
+5

Int
8
-1
-1
Wis
6
-2
-2
Cha
10
+0
+0

Senses Passive Perception 8
Languages Giant
CR 6 (XP 2 300; PB +3)

Actions

Multiattack. The cyclops makes two attacks, using Stone Club or Rock in any combination.

Stone Club. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (3d6 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

Rock. Ranged Attack Roll: +9, range 30/120 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.

Reactions

Limited Foresight (Recharge 6). Trigger: A creature the cyclops can see makes an attack roll against it. Response: The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops's next turn.

Most cyclops sentries serve their divine progenitors and oppose those who would tamper with fate.
Habitat: Coastal, Desert, Grassland, Hill, Mountain, Underdark
Treasure: Armaments
Monster Manual 2024

  1. DnD 5.5 Monsters › Cyclops Sentry
Cyclops Sentry