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
STR
16
+3
DEX
10
+0
CON
18
+4
INT
15
+2
WIS
8
−1
CHA
20
+5

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

Other data

description