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___ ___ > ## Cursed Eye Cyclops >*Enormous, Colossus* > >*Tier 3, Challenge Point 10, XP: 30* > > ### Attributes > - **AC** 6 **AP** 3 > - **HP** 106 **Posture** 58 > -
> - **Passive Insight/ Perception** 13 > - **Language** Jotun > ### Movement >|**Base/ Climb** 25 | **Swim** 25 | **Dash** 50| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +6 |**DEX** -2 |**INT** -3 |**WIS** +8 |**CHA** -2 | >|:---:|:---:|:---:|:---:|:---:| > - **LU -1:** Luck Points: 0; Critical Fail: 1 > > > ### Abilities > > - **Bad Sight** You have disadvantage on Perception Checks. > - **Colossus Climb** A Large or smaller creature can attempt to climb you. When it does, it must succeed on a Athletics Save (DC 14) to climb you, or else it falls from you. A creature with a Climbing Speed as their Base Speed automatically succeeds this Save. > - If you hit an Attack against a creature that is Climbing you, that creature must also repeat this Save. >- A creature that climbs 20 feet can reach your eye. If a creature deals slash or thrust damage with a Melee Attack against your eye, you become weak to that damage Attack. > > >\columnbreak > > - **Eye Weakness** If a creature scores a Ranged Critical Hit against you, it hits your eyes making you become completely Blinded for 1 turn. > - If a creature can reach your eye, a Melee Critical Hit can also leave you completely Blinded. > > ### Actions (4) > > - **Laser Beam:** *Hit* +8, *Dmg* 1d8 force > - *Ranged Weapon (120/300)* > - *Chaotic Effect:* On a hit, you roll on the table below: > > | d10 | Effect | > |:---:|:-----------:| > | 1 | Nothing Happens | > | 2 | The target must succeed on an Endurance Save (DC 16), or become Poisoned (1d6, 1 turn) | > | 3 | The target must succeed on an Endurance Save (DC 16), or start Bleeding (1d6) | > | 4 | The target must succeed on an Agility Save (DC 16), or become Ignited (1d6) | > | 5 | The target must succeed on a Reflex Save (DC 16), or become completely Blinded for 1 turn | > | 6 | The target must succeed on an Athletics Save (DC 16), or be pushed 20 feet away from you, take 1d8 strike damage and become Knocked Prone. This Attacks deals double Posture damage. | > | 7 | The target must succeed on a Concentration Save (DC 16), or become Stunned for 1 turn | > | 8 | The target must succeed on a Memory Save (DC 16), or become Confused | > | 9 | The target must succeed on an Insight Save (DC 16), or become Scared of you for 2 turns | > | 10 | That Attack is considered a Critical Hit |