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⚡👁️🏔️ Amber Cyclopses are imposing monstrosities born from the raw energies of the natural world, an enigmatic fusion of earth's resilience and the storm's fury. These creatures naturally occur in areas rich with minerals and the untamed force of weather, their forms a bizarre result of such elemental convergence. They roam mountainous regions and deep valleys, where thunderstorms are as common as the stones themselves.

With hulking bodies adorned with crystal formations resembling amber, they have the ability to draw lightning into their cores, harnessing it for both nourishment and defense. The cyclopses' unique anatomy allows them to channel this energy into devastating attacks, their singular, large eye capable of releasing focused bolts of lightning.

Nomadic by nature, Amber Cyclopses have no fixed home and are driven by an instinctual desire to seek out storm clouds, from which they draw their life force. They are solitary creatures, only coming into contact with others of their kind rarely and usually by accident.

Travelers in regions inhabited by these creatures learn to watch the skies carefully; a change in the weather could signal the presence of an Amber Cyclops, as they inadvertently draw lightning toward them, even on seemingly clear days. Their unexpected presence and the resulting electrical storms they attract have given rise to many local tales and superstitions amongst the populace who live in such afflicted regions. ⚡👁️🏔️

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Amber Cyclops

Large monstrosity, unaligned

Armor Class: 16 (natural armor)

Hit Points: 126 (12d10 + 60)

Speed: 30 ft., burrow 10 ft.

STR 19(+4)
DEX 9(-1)
CON 20(+5)
INT 3(-4)
WIS 11(+0)
CHA 7(-2)

Skills Perception +3

Damage Immunities lightning

Condition Immunities paralyzed, petrified

Senses darkvision 60 ft., passive Perception 13

Languages

Challenge 7 (2,900 XP)

Traits

False Appearance. While the Amber Cyclops remains motionless it is indistinguishable from a giant crystal formation.

Innate Spellcasting. The cyclops' innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:

1/day each: meld into stone, stone shape

Lightning Absorption. Whenever the Amber Cyclops is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The Amber Cyclops makes two attacks: one with its slam and one with its eye beam.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Eye Beam (Recharge 4-6). The Amber Cyclops shoots a beam of lightning from its eye at a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Reactive Charge. If the Amber Cyclops takes more than 20 damage in a single turn, its crystals begin to glow, charging its next Eye Beam attack. The next time it uses its Eye Beam before the end of its next turn, it does an extra 11 (2d10) lightning damage.

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