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The Diamond Throne
Combat A typical cyclops has no knowledge of tactics. It charges into battle bashing things with its club. Prey beyond charging range usually finds itself the recipient of a thrown rock attack. Rock Throwing: Cyclopses have a +2 racial bonus to attacks made with a thrown rock. These rocks weigh 60 to 80 lbs. and have a range increment of 120 feet. They can be thrown up to five range increments.
Rock Thrust: Rather than treating them as a ranged attack, rocks hurled straight by a cyclops in this manner fly with such force that you should treat them as an area attack—a line 100 feet long and 5 feet wide. Anyone in this area must make a Dexterity saving throw (DC 18) or suffer the thrown rock damage (2d8 + 17). Success results in no damage. Hard to Control (Ex): Cyclopses gain a +4 racial bonus on all saving throws against enchantment spells. Further, when attempting to use Diplomacy or Intimidate on a cyclops, the check’s Difficulty Class carries a +4 circumstance modifier.
Cyclops Characters Rarely, a cyclops gains the wherewithal to learn additional skills and abilities. These creatures usually become warriors, or even more rarely, warmains.
Cyclops Encounter (EL 10) While making their way across a hilly terrain, the PCs come upon a homestead near the road, in ruins. The small house is smashed in from the roof down, fences are broken, and no one is in sight. No people, no livestock—just the occasional bloodstain and some very large tracks leading into the wilderness. The devastation appears recent. Characters wishing to investigate or avenge this attack can follow the trail easily back to a cave where a cyclops had holed up. Those who press on continue to find more signs of destruction and death until they run afoul of the hungry beast itself.
Dark Warden Large Giant Hit Dice: 12d8+84 (138 hp), dying/dead: –8/–24 Initiative: +1 (Dexterity) Speed: 40 feet AC: 20 (–1 size, +1 Dexterity, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +8/+19 Attack: Large +1 longsword +18 melee (2d6+11) Full Attack: Large +1 longsword +18/+13 melee (2d6+11) Face/Reach: 5 feet by 5 feet/10 feet Special Attacks: Spell-like abilities Special Qualities: Low-light vision, shadow meld, tremorsense (100 feet), warden sense Saves: Fort +15, Ref +5, Will +9 Abilities: Str 26, Dex 13, Con 24, Int 17, Wis 21, Cha 18 Skills: Climb +14, Listen +11 Feats: Cleave, Infuse Weapon, Power Attack, Stomp, Weapon Focus (longsword), Weapon Specialization (longsword) Environment: Any land Organization: Solitary Challenge Rating: 8 Treasure: None (other than sword) Advancement: By character class Level Adjustment: +4