Cyclops

Medium Aberration

Hit Dice: 5d8+20 (53 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
AC: 15 (+1 Dex, +4 natural), touch 11,
flat-footed 14
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (2d4+4)
Full Attack: 2 claws +7 melee (2d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flesh-rotting gaze
Special Qualities: Darkvision 120 ft., damage reduction 5/byshek, see invisibility, weakness to psionic attacks.
Saves: Fort +5, Ref +2, Will +7
Abilities: Str 18, Dex 12, Con 19, Int 9, Wis 13, Cha 8
Skills: Spot +16
Feats: Iron Will, Skill Focus (spot)
Environment: Underground
Organization: Solitary
XP Value: 900
Treasure: Standard
Alignment: Usually evil (any)
Advancement: 6–8 HD (Medium); 9–15 HD (Large)
Level Adjustment: +3

This hunched creature has a single huge eye that dominates its entire face. Its body is bloated and misshapen, and its limbs are wiry but strong. Its arms end in claws that reach the ground as it moves in an awkward hop.

Cyclops are twisted aberrations that live in caves and ruins, feasting on the flesh of any living creature they can catch. They have been known to herd blind goats as well as farm mushrooms.

Cyclops speak Deep Speech in hoarse, wheezing voices.

Combat

A cyclops is not exceptionally fast. Since cyclops’s are perfectly happy eating carrion, they rely on their gaze to disable victims before moving in for a meal. Cyclop’s usually attempt to maintain distance long enough for their gaze attack to weaken and disable its foes before engaging in combat. They often ready an action to retreat when if their prey decides to fight.

Flesh-Rotting Gaze (Su): Deals 1d6 damage, 30 feet, Will DC 16 negates. The save DC is Constitution-based.

See Invisibility (Su): A cyclops can see invisible creatures as though constantly under the effect of a see invisibility spell.

Skills: Cyclops have a +4 racial bonus on Spot checks.

Cyclops

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