Monster: Psyclops

by PortentPress

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Psyclops

Huge Giant, Usually Chaotic Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 138 (14d12 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 20 (+5) 12 (+1) 10 (+0)

  • Saving Throws Int +7, Wis +4
  • Damage Resistances psychic
  • Senses passive Perception 11
  • Languages Giant, telepathy 120 ft.
  • Challenge 8 (3,900)
    Proficiency Bonus +3

Poor Depth Perception. The psyclops has disadvantage on any attack roll against a target more than 30 feet away.

Actions

Multiattack. The psyclops makes two greatclub attacks. It can replace one of the attacks with a use of Spellcasting.

Greatclub. Melee Weapon Attack: +9 to hit, Reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, Range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Spellcasting (Psionics). The psyclops casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: mage hand (the hand is invisible)

3/day each: catapult (3rd level), levitate

1/day each: Bigby's hand, telekinesis

Bonus Actions

Mental Mark. The psyclops attempts to place a psionic mark in a creature it can see within 120 feet of it. The creature must succeed on a DC 16 Intelligence saving throw, having advantage on the roll if it is more than 30 feet away from the psclops, or be marked until the start of the psyclops's next turn. The psyclops knows the location of a marked creature and has advantage on attack rolls against a marked creature.

Reactions

Psychic Feedback. In response to being damaged by a visible creature within 30 feet of it, the psyclops forces that creature to make a DC 16 Intellligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.
































Psyclops

Cyclopes tend to prefer simple lives, not caring to develop their minds when their bodies are so strong. Though not all fit into this mold, despite their breaking of the mold rarely being purposeful, taking their minds much further than any
   would expect. The most common causes of this
     development being exposure to strange magics,
      blessings from mysterious creatures, or knocks
       to the head opening new pathways. A cyclops
       changed in this way can use their newfound
        mental power to move objects with their
         minds and to reach into the minds of
        others, becoming what is known as a
         psyclops.

         These advanced giants may seek out a
         totally different life to the rest of their kin,
        known to even become scholars or advisors
   among their true giant relatives. Though not all
  psyclopes use their enlightenment for betterment, some
 use their newfound power for greed by taking over gangs of bandits or even deceiving other cyclopes into following them. Despite their awakening, psyclopes are still cyclopes
  and appreciate that the solution to many problems is to  hit it with a giant club.

Art Credit: Matt Stewart, WotC
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.