Cyclops, Eye of Flame

Cyclops, Eye of Flame
Complex Monster, XP 13200
Level 24 (+9)
"Right now, he’s just using it to cook his food. In fact, I’ve never seen him use it to kill anything…….I don’t want to tempt fate, for the sake of the village, but I’m pretty sure he just hasn’t put two and two together yet."
——Moranus, Island Farmer
This Cyclops is slightly larger and stronger than its cousins, possessing a deep red-tinted skin that feels extraordinarily warm to the touch. Its eye is similarly unusual, perpetually lined with a licking, chaotic flame contained within the iris. When it launches a flaming ray or ball of fire, the energy within swirls rapidly and focuses at the pupil just before launching out in a devastating attack. The Eye of Flame seems to grant the Cyclops extraordinary insight, if not depth perception, and these absurdly powerful brutes are more dangerous by far than a mundane cyclops. They are much smarter than their brethren, and use this rare combination of physical power, elemental destruction, and intelligence to dominate their environment.

One in one hundred Cyclops are born with the gift of Flame. Many ancient historians have guessed, unfortunately for the material plane, that this is the result of the Cyclops’ latent Titan heritage forcefully mutating around the curse that had been placed on them long ago. Not intelligent enough to understand their locked powers on their own, the bodies of many of these monsters have been forcibly finding ways to release their ancient power, potentially spawning a race of creatures more dangerous than the Titans themselves in a world that cannot sustain them.

Awareness
25
Senses
Low-light Vision
Initiative
22/1d8
Max HP
740
Resilience: +7
Healing Value: 148
Morale
5
Defenses
AC
26/31
Touch
23
Fort
27
Reflex
23
Will
22
Resistances: Fire (50%), Daze Resistance (4)
Vulnerabilities:
Attributes / Saving Throws
STR
44 / 52
DEX
11 / 19
CON
26 / 34
INT
12 / 14
WIS
15 / 17
CHA
11 / 13
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Sprint 75ft / 3
At-Will
+22 vs AC (Crit 28%/40)
Greataxe
6d8+38 Chopping damage (ArN 10)
REC 6, Reach 20ft
+20P vs AC (Crit 18%/24)
Javelin
6d6+19 Piercing damage (ArN 7)
REC 4, Range 100ft
3d12+19 Bludgeoning damage
Grapple +31
Special Actions
Eye of Flame Abilities
On each turn, roll 1d10 to determine the actions available to the Eye of Flame.

Any result, choose one of the following:
Basic Attack: Make a Greataxe or Javelin Attack (Basic)
Shoving Strike: Make a Greataxe attack. On a hit, the target is Pushed 20ft. (Basic)
Explosion [Limit 1/Combat] [FT 4, REC 6]: The Cyclops manifests four spheres of energy from itsflaming eye . Each sphere targets all creatures in a 40ft diameter area within 200ft, +20 vs Reflex. On a hit, the target suffers 6d8+20 Fire damage and is Pushed 5ft from the center of the area. Targets in overlapping areas are targeted by each sphere separately. (Ultimate)

3 or more, choose one of the following:
Cleave [REC 8]: Make a Greataxe attack on up to 4 creature within reach. (Basic)
Power Throw [REC 5]: Make a Javelin attack on one creature within range. On a hit, deal +2d6 damage. (Basic)

5 or more, choose one of the following:
Flame Gaze [FT 2, REC 6]: Targets one creature the Cyclops can see within 200ft, +18 vs Fortitude. On a hit, the target combusts, suffering 6d8+20 Fire damage and ongoing 20 Fire damage every 10 segments [SE, ST 4d10 vs CON]. (Advanced)
Skewer: Make a Javelin attack on up to 3 creatures in a line. On a hit, deal +4d8 damage. (Advanced)
Whelp Toss [REC 6]: The Cyclops snatches up a creature of large size or smaller within reach (20ft), +20 vs Fortitude. On a hit, the target is pulled into the air and immediately thrown [2d6 x 5]ft. On impact, the target suffers 6d8+20 Bludgeoning damage. For each size category below large, increase the distance thrown by [1d6 x 5]ft. (Advanced)

8 or more, choose one of the following:
Trample [REC 8]: The Cyclops moves up to its skirmish speed, Trampling all creatures within its path. Make an attack on all creatures whose space the Cyclops moves through, +20 vs Reflex. On a hit, the target suffers 6d8+55 Bludgeoning damage and is knocked Prone. (Legendary)
Quake [REC 7]: The Cyclops stomps its feet, shaking and cracking the very earth beneath its feet. All creatures within 50ft of the Cyclops are subject to an attack, +20 vs Reflex, as fissures erupt beneath their feet. On a hit, the creature Falls 100ft down into a fissure, suffering 10d10+50 Bludgeoning damage from the fall. The walls of the fissure require a DC 10 Climb check to scale. (Legendary)
Whirlwind: Make a Greataxe attack on all creatures within reach. On a hit, deal +10d8 damage. (Legendary)
Overland Movement
45 mi/day
Qualities
  • Improved Grapple: The Cyclops does not grant an Opportunity when attempting to Grab a target. Additionally, its movement and actions are not hampered if Grabbed by a creature of Medium size or smaller.
  • Hard Headed: Daze Resistance equal to [½ x Physical Rank] (inc)
  • Natural Armor: AC +3/+8, Ref +1 (inc)
Skills: Rank 4 Balance [+12], Rank 5 Climb [+19], Rank 6 Jump [+17], Rank 3 Tumble [+7], Rank 6 Listen [+13], Rank 8 Spot [+17], Rank 5 Hunting [+11], Rank 3 Orienteering [+7], Rank 4 Survival [+13], Rank 1 Charm [+2], Rank 8 Coercion [+25], Rank 5 Deception [+10], Rank 5 Manipulation [+10], Rank 2 Persuasion [+5], Rank 4 Aloofness [+8], Rank 8 Bravery [+20], Rank 4 Intuition [+9], Rank 4 Suspicion [+9]
Feats: Improved Speed [3], Heavy Hitter, Great Morale [2], Improved Attack, Fast Initiative, Big Crit
Philosophies: Rank 2 Mental, Rank 8 Physical, Rank 8 Martial
Combat Training: Melee 5, Ranged 3, Parry 4, Fort 3, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Greataxe
Social
Languages: Common, Giant
Composure: 21
Charm
+2
Coercion
+25
Deception
+10
Manipulation
+10
Persuasion
+5
Aloofness
+8
Bravery
+20
Intuition
+9
Tolerance
+1
Suspicion
+9
Prejudices:
  • Smaller Creature: Doubt 2
Motives: