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

