Nivix Cyclops

Guildmasters' Guide to Ravnica p. 216

Size
Large
Type
giant
Alignment
unaligned
AC
14 (half plate armor)
Hit Points
115 (10d10+60)
Speed
walk 30 ft.
Saving Throws
Con +9, Wis +3
Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Common, Giant
Challenge
8
Lineage
Cyclops
STR
24
+7
DEX
9
−1
CON
22
+6
INT
7
−2
WIS
10
+0
CHA
9
−1

Traits

Magic Resistance

The cyclops has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The cyclops makes two slam attacks.

Slam

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Reactions

Spell Vitalization

Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.

Other data

description

Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed. Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall.