Ancient tomes and ornate robes lend this towering one-eyed figure an intellectual air, balanced by his toned muscles and a lingering stench of blood.
Cyclops Lorekeeper CR 13
Speed 30 ft.
Melee quarterstaff +15/+10/+5 (1d8+6)
Ranged mwk heavy crossbow +12 (2d8/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks arcane reservoir (6/14), arcanist exploits (consume magic items, counterspell, energy shield, greater counterspell, metamagic knowledge, potent magic), consume spells
Arcanist Spells Prepared (CL 11th; concentration +16)
5th—teleport, wall of force
4th—enervation, greater invisibility, scrying (DC 19)
3rd—air geyser (DC 18), arcane sight, dispel magic, lightning bolt (DC 18)
2nd—aggressive thundercloud (DC 17), blindness/deafness (DC 17), locate object, resist energy, scorching ray
1st—comprehend languages, mage armor, magic missile, ray of enfeeblement (DC 16), shield
0 (at will)—acid splash, arcane mark, daze (DC 15), detect magic, detect poison, ghost sound (DC 15), light, mage hand, read magic
Str 19, Dex 10, Con 15, Int 20, Wis 15, Cha 12
Base Atk +12; CMB +17; CMD 28
Feats Alertness, Combat Casting, Extend Spell, Improved Initiative, Improved Natural Armor, Iron Will, Magical Aptitude, Scribe Scroll, Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [history]), Spell Penetration, Toughness
Skills Appraise +17, Knowledge (arcana) +29, Knowledge (geography) +17, Knowledge (history) +29, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +16, Knowledge (religion) +17, Linguistics +19, Perception +29, Sense Motive +27, Spellcraft +25, Survival +6, Use Magic Device +29; Racial Modifiers +8 Perception
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Halfling, Ignan, Infernal, Orc, Sylvan, Terran
SQ flash of insight
Combat Gear potions of invisibility (2), scrolls of dimension door (2), scroll of explosive runes, scroll of grease, scrolls of identify (2), scroll of meld into stone, scroll of remove curse, scroll of stone shape, wand of cure serious wounds (6 charges), wand of magic missile (19 charges); Other
Gear mwk heavy crossbow with 22 bolts, quarterstaff, amulet of natural armor +1, cloak of resistance +1, headband of vast intelligence +4, ring of protection +1, backpack, scroll case, spellbook (contains all 0-level spells and all prepared spells as well as an additional four 1st-level, two 2ndlevel, four 3rd-level, three 4th-level, and three 5th-level spells of the GM’s choice)
Cyclops lorekeepers scour the world for the secrets of their ancestors, hoping to rekindle the wisdom and majesty their race once embodied. Driven by obsession and the faintest hints of dream-whispered prophecies, they pursue their intellectual goals with a dispassionate violence, crushing anything and anyone that threatens their goal of restoring the enlightened cyclops civilizations of old. Already among the wisest and most learned of their dwindling kind, lorekeepers attempt to uncover ever more of the knowledge and wisdom of the ancients.
These studied cyclopes are the closest thing the race has to true adventurers, raiding ancient ruins for lore, and even infiltrating the lands of younger races to plumb their libraries.
Many attract like-minded cohorts, though more often their power attracts less civilized cyclopes hoping for leadership and protection against the human usurpers.
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.