# Cyclops

*Huge* *Giant*

- **Armor Class:** 13
- **Hit Points:** 126 (11d12+55)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 58

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 20 (+5) | 10 (+0) | 20 (+5) | 8 (-1) | 10 (+0) | 10 (+0) |

- **Skills:** animal +0, survival +3
- **Senses:** passive Perception 10
- **Languages:** Giant

### Special Abilities

- **Panicked Rage:** While a cyclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
- **Poor Depth Perception:** The cyclops makes all ranged attacks with disadvantage.

### Actions

- **Multiattack:** The cyclops makes two melee attacks.
- **Club:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
- **Rock:** Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception)  one target. Hit: 32 (5d10 + 5) bludgeoning damage.

### Bonus Actions

- **Thick Skulled (1/Day):** The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw.

### Reactions

- **Big Windup:** When a creature hits the cyclops with a melee attack, the cyclops readies a powerful strike against its attacker. The cyclops has advantage on the next club attack it makes against the attacker before the end of its next turn.


