Cyclops Gladiator Champion
Huge Giant, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points Max Possible: 204 | 138 (12d12 + 60)
Speed 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+2)
WIS
12 (+2)
CHA
10 (+0)
Saving Throws DEX +4, CON +5, WIS +2
Skills Natural Intimidation +5, Perception +2
Damage Resistances Lightning
Damage Immunities n/a
Condition Immunities Exhaustion, Frightened
Senses Truesight 100 ft., Passive Perception 14
Languages Giant
Challenge 6 (XP 2,300; PB +3)
Proficiency Bonus +5
Actions

Multiattack. The Cyclops makes two attacks, using weapon or Rock in any combination.

Weapon. Melee Attack Roll: +9 to hit, reach 10 ft. Hit: 16 (3d6 + 6) bludgeoning or piercing damage.

Rock. Ranged Attack Roll: +9 to hit, range 30/120ft. Hit: 22 (3d10 + 6) bludgeoning damage.

Reactions

Limited Foresight (Recharge 6). Trigger: A creature the cyclops can see makes an attack roll against it. Response: The cyclops imposes Disadvantage on the roll, and the cyclops gains Advantage on attack rolls against the target until the end of the cyclops’s next turn.