Cyclops (5e Creature)
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Large giant, neutral
Brute. A melee weapon deals one additional die of damage when the cyclops hits with it (included in the attack).
Master Smith. The cyclops has has proficiency with smith's tools, and it can add double its proficiency bonus (+6) to ability checks it makes with smith's tools, instead of its proficiency bonus.
Eye Beam (Recharge 5-6). The cyclops releases a beam of radiant energy from its eye in a 5-foot wide line that is 60 feet long. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one.
Multiattack. The cyclops makes two fist or warhammer attacks. It can toss a creature it's grappling in place of one of these attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage. If the target is Medium size or smaller and the cyclops has at least one hand free, the cyclops can choose to grapple the target (escape DC 15).
Toss. The cyclops throws one Medium or smaller creature it's grappling up to 20 feet in a direction of its choice and knocks it prone. If a thrown creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Warhammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
A cyclops is a 12-foot tall giant, with one eye and a horn on its head. Unlike most giants, they get along with civilized races tolerably well, often using their cultural skills as excellent metalworkers and craftsmen to make a living. In combat, they wield large one-handed hammers for devastating effect, and they can shoot magical beams of power out of their eyes.
Cyclopes are prideful, constantly boasting of their skills and liking to pick on anyone smaller than their own size, but they are cowardly at heart, turning meek and desperate the moment they get seriously injured or a battle turns against them.