Cyclops Stormcaller
Tal'Dorei Campaign Setting: Reborn p. 235 (Third Party)
- Size
- Large
- Type
- giant
- AC
- 18 (chain mail, cloak of protection, ring of protection)
- Hit Points
- 114 (12d10+48)
- Speed
- walk 30 ft., fly 60 ft. (stormy conditions only)
- Saving Throws
- Str +5, Dex +2, Con +6, Int +4, Wis +5, Cha +11
- Skills
- Arcana +6
- Passive Perception
- 9
- Languages
- Common, Elvish, Giant
- Challenge
- 10
- Lineage
- Cyclops
Traits
Proficiency Bonus
+4
One-Eyed
The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
Storm Wings
While outdoors in stormy conditions, the cyclops has a flying speed of 60 feet.
Supernatural Focus
The cyclops has advantage on Constitution saving throws made to maintain concentration on spells, and cannot lose concentration because of turbulent weather.
Innate Spellcasting
The cyclops's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cyclops can innately cast the following spells, requiring no material components:
- At will: ray of frost (3d8), water walk
- 3/day each: ice storm, sleet storm, wind wall
- 1/day each: control weather, storm of vengeance
Actions
Multiattack
The cyclops makes two ice claw attacks.
Ice Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage plus 3 (1d6) cold damage.
Spells
ray of frost, water walk, ice storm, sleet storm, wind wall, control weather, storm of vengeance