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Cyclops Grand-Eye (Cyclops Oracle [cyclopean seer] 8)

This enormous woman’s eye darts constantly, never settling or focusing. Scrolls dangle from the belt that encircles her chiton.

Cyclops Grand-Eye CR 10

XP 9,600
Cyclops oracle (cyclopean seer) 8
N Large humanoid (giant)
Init –1; Senses low-light vision; Perception +16

DEFENSE

AC 21, touch 8, flat-footed 21 (+6 armor, –1 Dex, +7 natural, –1 size)
hp 153 (18 HD; 10d8+8d8+72)
Fort +12, Ref +4, Will +13
Defensive Abilities ferocity

OFFENSE

Speed 20 ft.
Melee +1 quarterstaff +17/+12/+7 (1d8+7), bite +11 (1d8+2 plus grab)
Ranged heavy crossbow +11 (2d8/19–20)
Space 10 ft.; Reach 10 ft.
Oracle Spells Known (CL 8th; concentration +11)

4th (3/day)arcane sight, inflict critical wounds (DC 17), summon monster IV
3rd (6/day)bestow curse (DC 16), detect thoughts (DC 16), inflict serious wounds (DC 16), speak with dead (DC 16)
2nd (7/day)aid, cure moderate wounds, inflict moderate wounds (DC 15), silence (DC 15), true strike
1st (7/day)command (DC 14), comprehend languages, detect poison, divine favor, obscuring mist, shield of faith
0 (at will)bleed (DC 13), create water, detect magic, guidance, know direction, purify food and drink, stabilize, virtue

Mystery ancestor

STATISTICS

Str 19, Dex 8, Con 17, Int 14, Wis 15, Cha 16
Base Atk +13; CMB +18; CMD 27
Feats Alertness, Brew Potion, Combat Casting, Extra Revelation, Iron Will, Power Attack, Scribe Scroll, Skill Focus (Knowledge [history]), Toughness
Skills Diplomacy +10, Heal +7, Knowledge (arcana) +13, Knowledge (geography) +9, Knowledge (history) +21, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +9, Perception +16, Perform (oratory) +5, Profession (soothsayer) +13, Sense Motive +19, Spellcraft +15, Survival +7; Racial Modifiers +8 Perception
Languages Aklo, Celestial, Common, Cyclops, Draconic, Dwarven, Giant, Orc, Terran
SQ flash of insight, oracle’s curse (hunger*), revelations (assume fate [3/day], brutal trance [8 rounds], doomsaying [3/day], wisdom of the ancestors [commune, 1/day])
Combat Gear potions of cure moderate wounds (2), potion of invisibility (2), potion of protection from chaos, scrolls of dispel magic (2), scroll of locate object, scrolls of remove curse (2), scrolls of tongues (2), wand of cure light wounds (15 charges), wand of inflict serious wounds (8 charges), wand of lesser restoration (9 charges), holy water (2); Other Gear +2 hide armor, +1 quarterstaff, heavy crossbow with 20 bolts, headband of alluring charisma +2, antitoxin (2)

ABOUT

Despite their inherent divinatory gift, few cyclopes embrace the path of the grand-eye. A dedicated minority— respected and even revered by their brethren—retain some semblance of their peoples’ grandeur. Though still cursed with great rages and ravenous hunger, grand-eyes temper those primal urges with spiritual wisdom and historical insight. Most live apart from their kind, advising only occasionally, for fear that other cyclopes’ terrible impulses will drag them down as well. The grand-eyes are legendary prophets, and sometimes meddle in other races’ affairs by offering prophecy, spells, and magical goods.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.