Mythic Cyclops, Great

This enormous one-eyed humanoid has a horn protruding from its forehead and fists the size of tree trunks.

Mythic Great Cyclops CR 15/MR 6

XP 51,200
CE Huge humanoid (giant, mythic)
Init +1; Senses low-light vision, see in darkness; Perception +22; Aura frightful presence (30 ft., DC 19)

DEFENSE

AC 32, touch 9, flat-footed 31 (+4 armor, +1 Dex, +19 natural, –2 size)
hp 243 (17d8+167)
Fort +12, Ref +6, Will +14 DR 10/epic; Immune electricity, fire

OFFENSE

Speed 35 ft. (50 ft. base)
Melee mwk greatclub +25/+20/+15 (3d8+21), gore +24 (1d8+14)
Ranged rock +12 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks contemptuous toss, earthquake, mythic power (6/day, surge +1d8), powerful charge (gore, 4d6+21), rock Throwing (120 ft.)

Spell-Like Abilities (CL 12th; concentration +13)

1/daychain lightning (DC 17)

STATISTICS

Str 38, Dex 13, Con 25, Int 7, Wis 14, Cha 12
Base Atk +12; CMB +28 (+30 bull rush or overrun); CMD 39 (41 vs. bull rush or overrun)
Feats Awesome Blow, Cleave M, Critical Focus M, Diehard, Endurance, Improved Bull Rush, Improved Overrun, Iron Will M, Power Attack
Skills Perception +22
Languages Common, Cyclops, Giant
SQ flash of brutality

SPECIAL ABILITIES

Contemptuous Toss (Ex)

When a mythic great cyclops uses Awesome Blow and expends a use of mythic power, its target flies up to 60 additional feet and takes 1d6 points of damage for every additional 20 feet traveled. If the cyclops uses its gore attack for this ability, it can hurl the target up to 60 feet upward instead of sideways.

Earthquake (Su)

A mythic great cyclops can punch the ground and expend two uses of mythic power to cause an earthquake (as the spell). Add the cyclops’s rank to the save DCs for the earthquake’s effects. Other mythic great cyclopes are not affected by the earthquake.

Flash of Brutality (Su)

Once per day as a swift action, a great cyclops can gain a burst of savage inspiration. When it does, it doubles the threat range of all weapons, natural attacks, and rocks it attacks with until the start of its next turn. Once per day, when the cyclops reaches 0 or fewer hit points and is conscious because of its Diehard feat, this ability recharges, allowing it to use the ability a second time that same day.

ECOLOGY

Environment any temperate or tropical
Organization solitary, colony (2–5), or tribe (6–14)
Treasure standard (mwk greatclub, hide armor, other treasure)

Mythic great cyclopes are the first and oldest of their kind to succumb to visions of rage and destruction. Said to be the lost offspring of gods of lightning and the forge, they wield power over earth and energy, using it to blast open humanoid defenses so they can pluck out the tasty morsels within.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.

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