Cyclops (5e Creature)
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Large giant, neutral
Armor Class 14 (natural armor)
Tools Smith's tools +6
Brute. A melee weapon deals one additional die of damage when the cyclops hits with it (included in the attack).
Cowardly. The cyclops has disadvantage on Wisdom saving throws against being frightened.
One Eyed. The cyclops has disadvantage on Wisdom (Perception) checks based on sight.
Multiattack. The cyclops makes two fist or warhammer attacks. It can toss a creature it's grappling in place of one of these attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage. If the target is Medium or smaller and the cyclops has at least one hand free, the cyclops can choose to grapple the target (escape DC 15).
Toss. The cyclops throws one Medium or smaller creature it's grappling up to 20 feet in a direction of its choice and knocks it prone. If a thrown creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Warhammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage or 22 (3d10 + 6) bludgeoning damage if used with two hands.
Eye Beam (Recharge 5-6). The cyclops releases a beam of radiant energy from its eye in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one.
A cyclops is a 12-foot tall giant, with one eye and a horn on its head. Unlike most giants, they get along with civilized races tolerably well, often using their cultural skills as excellent metalworkers and craftsmen to make a living. In combat, they wield large one-handed hammers for devastating effect, and they can shoot magical beams of power out of their eyes.
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