Cyclops Gladiator Champion
Armor Class
16
(natural armor)
Hit Points
Max Possible: 204 | 138
(12d12 + 60)
Speed
40 ft.
STR
22
(+6)
DEX
18
(+4)
CON
20
(+5)
INT
12
(+2)
WIS
12
(+2)
CHA
10
(+0)
Saving Throws
DEX +4, CON +5, WIS +2
Skills
Natural Intimidation +5, Perception +2
Damage Resistances
Lightning
Damage Immunities
n/a
Condition Immunities
Exhaustion, Frightened
Senses
Truesight 100 ft., Passive Perception 14
Languages
Giant
Challenge
6 (XP 2,300; PB +3)
Proficiency Bonus
+5
Actions
Multiattack. The Cyclops makes two attacks, using weapon or Rock in any combination.
Weapon. Melee Attack Roll: +9 to hit, reach 10 ft. Hit: 16 (3d6 + 6) bludgeoning or piercing damage. Cylops can push the hit creature up to 10 feet away in any direction (Strength DC 19 to avoid).
Rock. Ranged Attack Roll: +9 to hit, range 30/120ft. 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.
