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Great Cyclops

Creature 12 (uncommon) — giant, humanoid, mutant

Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury and, out of a desperate desire for peace, quiet, and an end to their hunger, lash out at any who come near. Wise creatures avoid great cyclopes at all cost. It's fortunate for humanoids that great cyclopes prefer to dwell far from settlements. Deba

Source: pathfinder-monster-core

Perception +22
Skills athletics +25, survival +22
Str
+7
Dex
+1
Con
+6
Int
-2
Wis
+4
Cha
-1
AC 32 Fort +25 Ref +19 Will +22
HP 235
Speed 40 feet

Offense

Melee Greatclub +25, Damage 3d10+13 bludgeoning
Melee Horn +25, Damage 2d10+13 piercing
Melee Fist +25, Damage 3d4+13 bludgeoning
Ranged Rock +23, Damage 4d6+7 bludgeoning

Abilities

Ferocity — Ferocity
Flash of Brutality (fortune, occult) — Frequency once per day, and recharges when the great cyclops uses Ferocity. Trigger The great cyclops succeeds at an attack roll. Effect The attack becomes a critical success.
Powerful Charge — The great cyclops Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike's damage is increased to 3d10+20.
Throw Rock — Throw Rock

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