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
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.