Massive even by cyclops standards, this imposing warrior wears the skulls of his victims and wields a terrible club.
Cyclops Smasher CR 9
Speed 30 ft.
Melee +1 greatclub +21/+16/+11 (2d8+14)
Ranged longbow +10/+5/+0 (2d6/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks destructive +2, rage (20 rounds/day), rage powers (smasher, strength surge +4)
Base Statistics When not raging, the smasher’s statistics are AC 19, touch 9, flat-footed 19; hp 132; Fort +17, Will +9; +1 greatclub +19/+14/+9 (2d8+11); Str 25, Con 19; CMB +19, CMD 29; Skills Climb +12, Swim +12.
Str 29, Dex 10, Con 23, Int 8, Wis 16, Cha 8
Base Atk +11; CMB +21 (+23 sunder); CMD 29 (31 vs. sunder)
Feats Alertness, Extra Rage, Improved Initiative, Improved Sunder, Power Attack, Step Up, Weapon Focus (greatclub)
Skills Climb +14, Handle Animal +6, Intimidate +6, Knowledge (nature) +4, Perception +22, Ride +5, Sense Motive +5, Survival +10, Swim +14; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ battle scavenger, flash of insight
Combat Gear potions of cure serious wounds (2), potion of fly; Other Gear +1 leather armor, +1 greatclub, longbow with 15 arrows, cloak of resistance +2
The cyclopes’ decline from greatness is not a finished fact of history but an ongoing process, and some among them creep closer to animalistic fury. The smashers epitomize this descent, clothing themselves in rough hides and living as nomadic predators. Filled with rage and a total rejection of everything their people once achieved, these massive brutes experience incredible joy in destroying the works of civilization. They tear down homes and buildings, rip out orchards, slaughter livestock, and crush forges. The ruins of their own peoples’ grandeur drive them into a frenzy, and smashers may spend weeks or months ripping down the remains of cyclopean temples or cities, crushing even the bricks themselves into gravel. Their disdain for manufactured goods doesn’t stop them from using weapons, armor, or other useful items, however.
These one-eyed barbarians engage strangers with some degree of tactics and insight born of their prophetic talent. They tame mastodons and other massive beasts as mounts, and are skilled at leaving false trails that lead pursuers into an ambush. The smashers’ favorite tactic is to battle indoors or among ruins and destroy supports until the structure collapses around them, trusting their phenomenal strength to save them from destruction.
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.