The Cyclops Giant is a immense version of the more common type. This type stands a little over 16 feet and weighs nearly 4,000 pounds. Typically, these giants attack with a club; however, they can split up their dice as desire, as if having the spinning moves
skill. Like their smaller cousins, the single eye gave them poor depth perception, however, and therefore they can use missile weapons but just not very well, which causes a -2 penalty for anything used at range. Their strength allows them to throw boulders up to 90 feet, but this too suffers a -2 to-hit penalty from all other modifications. However, the Cyclops Giant has a few additional weapons, including a sonic roar, which it projects in a 20-ft cone (10-hexes). All those caught in the blast suffer 2 points of blunt damage and must make a Resilience
preservation save (DC:14) or be deafened
. After using it, the giant can perform this again in 2d4 rounds. Also, the giant can attack by stomping (3d20) which will knock any medium or smaller opponent prone if any die successfully hit. Finally, these creatures have been known to use an equivalent to the dirty fighting of foul-play
. They will kick up dust or brush some up using their club. This places everyone adjacent, who is shorter than 8 feet, at disadvantage for a combat attack on his or her next turn. Those at disadvantage may choose to perform another action instead.