TEXT: Exotic Encounters:
  Cyclopes
  Alex Riggs, Joshua Zaback
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great job 
  of attacking the problem of providing game statistics and 
  mechanical information for a very wide variety of creatures. 
  There are a lot of strange creatures from fantasy novels and 
  movies, from ancient mythology, and, as time went on, from 
  the twisted minds of game designers and even GMs, for 
  that matter. Anyone today who tried to go about creating an 
  extensive bestiary of all the different cool and interesting 
  fantasy monsters could fill three or four volumes with three 
  hundred monsters each, and still have a long way left to go, 
  with fans crying out for various “forgotten” monsters to get 
  some attention. That kind of breadth doesn’t leave a whole 
  lot of room for depth, and that’s where Exotic Encounters 
  comes in.
   
  There are all kinds of reasons why you might not 
  want to use a monster stat-block straight from the core 
  rules. For one thing, if your players have a habit of browsing 
  through such books, or are long-time veterans who know 
  the basic ins and outs of most fantasy staples, you may 
  need an unusual stat-block just to throw them a curve 
  ball and teach them that they can’t count on their out of 
  character knowledge to take all the mystery out of the game. 
  Alternatively, many GMs can recall a time when they wanted 
  to make use of a certain monster in their game, only to find 
  that it was a few CRs too high or low for what they had in 
  mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These variants 
  aren’t simple tweaks, and are more than simply advancing 
  or removing Hit Dice, though that occurs as well. Each of 
  these three variations on the monster’s theme has a specific, 
  flavorful goal in mind, and a role to play, and their statistics 
  entries are gently massaged in order to make them fit those 
  roles. Further, each of these variants comes with brand new 
  specially-crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the cyclops. These terrible, one-eyed monsters 
  have plagued human imagination since antiquity, and, 
  in some recent campaign settings, are depicted as having 
  ancient roots themselves, and being the descendants of 
  a mighty empire of diviners, which fell long ago. The first 
  cyclops in this book, the baleye cyclops (CR 9) represents 
  a cyclops that took a different path, honing his eye for use 
  with evocation, not divination, which can fire deadly rays 
  from his eye, and which is vulnerable to attacks made against 
  his eyes. The second cyclops, the cyclops brute (CR 12) is 
  more typical of modern interpretations of cyclopes as large, 
  hulking, stupid creatures. Larger than his kin, the cyclops 
  brute is truly vicious in combat, and can crush his foes into 
  the ground with a terrible foot stomp. Finally, the cyclops 
  seer (CR 15) represents a cyclops who has tapped into the 
  strong divination powers of his ancestors, and who can see 
  the world for what it truly is, as well as influence the future 
  with ease, making him a terrible foe to face.
  
  3
  Baleye Cyclops
   
  This hulking creature could pass for an over-sized 
  human, if not for the single giant eye that occupies the 
  majority of its forehead. The whites of this creature’s eye are, 
  in fact, black, and its iris slowly shifts color from red to blue, 
  then blue to yellow, and finally back to red as it stares at you 
  intensely.
  CYCLOPS, BALEYE 
   
                                          CR 9
  XP 6,400
  NE Large humanoid (giant)
  Init -1; Senses low-light vision; Perception +11
  DEFENSE
  AC 23, touch 8, flat-footed 23 (+6 armor, -1 Dex, +9 natural, -1 
  size)
  hp 120 (16d8+48) fast healing 10
  Fort +12, Ref +4, Will +8
  Defensive Abilities ferocity
  Weaknesses sensitive eye
  OFFENSE
  Speed 30 ft.
  Melee greataxe +17/+12/+7 (3d6+7/x3)
  Ranged heavy crossbow +10 (2d8/19-20 x3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks eye rays
  STATISTICS
  Str 21, Dex 8, Con 15, Int 10, Wis 13, Cha 8
  Base Atk +12; CMB +18; CMD 27
  Feats Alertness, Cleave, Great Cleave, Improved Bull 
  Rush, Iron Will, Power Attack, Toughness, Weapon Focus 
  (greataxe)
  Skills Intimidate +15, Perception +11, Sense Motive +11, 
  Survival +12; Racial Modifiers +8 Perception
  Languages Common, Cyclops, Giant
  ECOLOGY
  Environment any temperate or tropical
  Organization solitary, conclave (2-6), or tribe (7-18)
  Treasure standard (breastplate armor, Large greataxe, Large 
  heavy crossbow, other treasure)
  SPECIAL ABILITIES
   
  Eye Rays (Su): Once every 1d4 rounds, a baleye 
  cyclops can release a torrent of energy from its monstrous 
  eye. Treat this as a ranged touch attack with a maximum 
  range of 60 feet. There are three different types of eye rays 
  that the baleye cyclops can choose from when using this 
  ability, each of which has slightly different effects, as outlined 
  below.
   
  Cold Ray: This ray inflicts 8d6 points of cold damage, 
  and the target must succeed on a Fortitude save (DC 19) or 
  be numbed by the cold, rendering him fatigued for 1 minute. 
  The saving throw DC is Wisdom-based.
   
  Fire Ray: This ray inflicts 10d6 points of fire damage, 
  and the target must succeed on a Reflex save (DC 19) or catch 
  on fire, suffering 1d6 points of fire damage per round until 
  the fire is put out. See the Pathfinder Roleplaying Game Core 
  Rulebook for more information about catching on fire. The 
  saving throw DC is Wisdom-based.
   
  Lightning Ray: This ray inflicts 10d6 points of 
  electricity damage. If the target is wearing metal armor, or 
  wielding a weapon made primarily of metal, then the baleye 
  cyclops gains a +5 bonus on the attack roll made to hit the 
  target.
   
  Sensitive Eye (Ex): A baleye cyclops’s large eye is 
  very sensitive to damage, and serves as a weak point that 
  can be exploited by its opponents. Whenever a character 
  makes a ranged or melee attack against the baleye cyclops, 
  he can declare that he is targeting the baleye cyclops’s eye, 
  specifically. If he does, then he suffers a -4 penalty on the 
  attack roll. If the attack hits, then the baleye cyclops’s fast 
  healing ceases to function for 1 round. Additionally, the 
  baleye cyclops is unable to use its eye rays ability on its next 
  turn. Finally, the baleye cyclops suffers a -2 penalty on attack 
  rolls and CMB, as well as on Perception checks, on its next 
  turn after its eye is successfully hit. A character can only 
  target the baleye cyclops’s eye with attacks that specifically 
  require an attack roll.
  Ecology
   
  While cyclopes of today are generally thought of as 
  dumb, stupid brutes, many scholars believe that in ancient 
  times, they had a great society that was built upon cyclopean 
  powers of foresight and divination. Though most modern 
  cyclopes are descendants of this fallen civilization, baleye 
  cyclopes are offshoots of a different branch, which separated 
  itself from the other cyclopes in antiquity. Rather than use 
  the mystic power of their single eye to see into alternate 
  futures, they use their eye as a channel for elemental energy, 
  effectively specializing in evocation while other cyclopes 
  specialized in divination.
   
  A few ancient tablets of somewhat questionable 
  origin have been recovered which speak of the rift between 
  the baleye cyclopes and their kin, and, if they are in fact 
  genuine, then it seems that, in antiquity, a cyclops had 
  to undergo an eldritch ritual in order to become a baleye 
  cyclops, and that this was seen as anathema by the rest of 
  cyclops civilization, which branded those who performed 
  it as heretics. Easily recognizable by their eyes—which are 
  forever altered as part of the transformation—these cyclopes 
  were cast out. Exactly what become of them is unknown, and 
  it is unclear whether or not the modern baleye cyclopes are 
  in some way related to these ancient forebears, or if they are 
  simply modern cyclopes that have performed the ritual. If the 
  latter, considering how much the average cyclops’ divination 
  ability has degraded over the millennia, one can’t help but 
  wonder if ancient baleye cyclopes had even more powerful 
  eye ray powers.
  
  4
  Cyclops Brute
   
  This hulking, stinking creature that towers above you 
  is shaped and proportioned like a human, except for its single 
  glaring, white eye, which stands out from the middle of a dirt-
  stained, unshaven face topped by a tangle of greasy black hair. 
  The creature bellows, hefting a tree trunk as a weapon, and 
  charges.
  CYCLOPS BRUTE 
   
                                         CR 12
  XP 19,200
  CE Huge humanoid (giant)
  Init +2; Senses darkvision 120 ft., low-light vision; Perception 
  +11
  DEFENSE
  AC 25, touch 6, flat-footed 25 (+4 armor, -2 Dex, +15 natural, 
  -2 size)
  hp 190 (20d8+100)
  Fort +16, Ref +4, Will +9
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee greatclub +22/+17/+12 (3d6+13/x3)
  Ranged rock +12 (2d6+13)
  Space 15 ft.; Reach 15 ft.
  Special Attacks paralyzing eye, rock throwing (140 ft.), 
  stomp (+12; 2d6+13)
  STATISTICS
  Str 29, Dex 6, Con 19, Int 10, Wis 13, Cha 8
  Base Atk +15; CMB +26; CMD 35
  Feats Alertness, Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (greatclub), Toughness
  Skills Intimidate +19, Perception +11, Sense Motive +13, 
  Survival +14; Racial Modifiers +8 Perception
  Languages Cyclops
  SQ bloody insight, vengeful fury
  ECOLOGY
  Environment any underground
  Organization solitary, conclave (2-6), or tribe (7-18)
  Treasure standard (hide armor, Huge greatclub, other 
  treasure)
  SPECIAL ABILITIES
   
  Bloody Insight (Su): Cyclops brutes are not able 
  to influence the outcome of events on as wide a variety of 
  actions as a standard cyclops, but can do so more frequently 
  in the area in which they specialize: violence. Once per 
  round, when the cyclops brute makes a damage roll for a 
  melee attack, he can roll twice and take the better result. The 
  cyclops brute must declare that he is using this ability before 
  the damage roll is made. Additionally, the cyclops brute 
  automatically confirms any critical threats that he rolls.
   
  Paralyzing Eye (Su): A cyclops brute can give an 
  intense stare, focusing all its malevolence and hatred in order 
  to paralyze a single opponent with fear. As a standard action, 
  the cyclops brute can force a single living creature within 30 
  feet to succeed on a Fortitude save (DC 19) or be paralyzed 
  for 1d4 rounds. Characters specifically seeking to avoid this 
  ability can do so in the same fashion as avoiding a standard 
  gaze attack (averting their eyes, wearing a blindfold, etc.), 
  but must do so before the cyclops brute uses this ability in 
  order for the precaution to have any effect. The cyclops brute 
  must wait at least 1d4 rounds between uses of this ability. 
  This is a mind-affecting fear effect, and the saving throw DC 
  is Charisma-based. Creatures that cannot see are immune to 
  this effect.
   
  Stomp (Ex): As long as a brute cyclops does not 
  move or take a 5-ft. step on its turn, it can attempt to stomp 
  on an adjacent creature as a swift action. Treat this as a 
  natural attack with a reach of 5 feet, which deals 2d6+13 
  points of bludgeoning damage on a successful hit. The brute 
  cyclops cannot use its stomp attack as part of a full-attack 
  action, but can use it as a separate swift action on the same 
  round that it performs a full-attack action.
   
  Vengeful Fury (Ex): A cyclops brute gains a +2 
  bonus on attack and damage rolls made against the last 
  creature that dealt damage to the cyclops brute. This bonus 
  lasts for 1 minute, or until another creature deals damage 
  to the cyclops brute, whichever comes first. As long as the 
  cyclops brute is benefitting from this ability, it suffers a -2 
  penalty on attack and damage rolls made against any other 
  creature.
  Ecology
   
  Though the average person imagines all cyclopes to 
  be horribly brutish and primal, the fact of the matter is that 
  most sages believe cyclopes were once a very civilized people 
  with great powers of foresight, and some remnants of that 
  ancient past linger on in modern cyclopes, even if it isn’t 
  immediately obvious. Cyclops brutes, known among some 
  scholars as primal cyclopes or feral cyclopes, are a distinct 
  breed of cyclopes that are most easily distinguished from 
  their kin by their incredibly pale complexion and the milky-
  white color of their eyes.
   
  These creatures are far more bestial than their 
  smaller and less ferocious kin, and it is believed that they 
  may be descendants of ancient cyclopes that were trapped 
  beneath the surface of the earth after an ancient cataclysm, 
  and which, over the eons, devolved into their current state. 
  What they lack in intelligence and manners they more than 
  make up for in strength and viciousness, and in the rare cases 
  that these creatures make their way to the surface world, they 
  almost always cause incredible death and destruction. 
  
  5
  Cyclops Seer
   
  This creature resembles a large, muscle-bound 
  human whose body seems to have been sculpted by the gods 
  themselves, except for its face, which has only a single eye. 
  Still, even this one eye seems somehow natural, right, and 
  above all, beautiful. It is a bright blue in color, and seems 
  incredibly deep. As the creature looks upon you, you feel as 
  though it is staring through your soul.
  CYCLOPS, SEER 
   
                                         CR 15
  XP 51,200
  LN Large humanoid (giant)
  Init +11; Senses low-light vision, true seeing; Perception +30
  DEFENSE
  AC 29, touch 15, flat-footed 22 (+5 armor, -1 Dex, +7 dodge, +9 
  natural, -1 size)
  hp 221 (22d8+132)
  Fort +18, Ref +6, Will +16
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee greatsword +21/+16/+11/+6 (3d6+7/19-20)
  Ranged heavy crossbow +14 (2d8/19-20 x3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pronouncement of doom
  Spell-Like Abilities (CL 16th)
       Constant—detect scrying, true seeing
       At Will—clairaudience/clairvoyance, detect magic, see 
  alignmentUC
       3/day—vision
  STATISTICS
  Str 21, Dex 8, Con 20, Int 10, Wis 24, Cha 8
  Base Atk +16; CMB +22; CMD 38
  Feats Alertness, Cleave, Great Cleave, Improved Initiative, 
  Improved Bull Rush, Iron Will, Power Attack, Skill Focus 
  (Perception), Skill Focus (Profession [soothsayer]), 
  Toughness, Weapon Focus (greatsword)
  Skills Intimidate +21, Perception +30, Profession (soothsayer) 
  +22, Sense Motive +14, Survival +15; Racial Modifiers +18 
  Perception
  Languages Common, Cyclops, Giant
  SQ flash of insight
  ECOLOGY
  Environment any temperate or tropical
  Organization solitary, conclave (2-6), or tribe (7-18)
  Treasure standard (scale mail armor, Large greataxe, Large 
  heavy crossbow, other treasure)
  SPECIAL ABILITIES
   
  Cyclopean Intuition (Su): A cyclops seer is 
  constantly aware of a flowing stream of future possibilities, 
  which grants him insights into the immediate future. As a 
  result, he gains a dodge bonus to AC equal to his Wisdom 
  modifier. Additionally, he uses the higher of his Dexterity 
  or Wisdom modifiers to determine his bonus to initiative 
  checks.
   
  Flash of Insight (Su): As an immediate action, a 
  seer cyclops can peer into an occluded visual spectrum of 
  possible futures, gaining insight that allows it to select the 
  exact result of one die roll before the roll is made. This effect 
  can alter an action taken by the seer cyclops only, and cannot 
  be applied to the rolls of others. The seer cyclops can use this 
  ability once every 1d4 rounds.
   
  Pronouncement of Doom (Su): As a move action, 
  a seer cyclops can pronounce doom upon a single creature 
  that he can see. The seer cyclops uses his mystical powers of 
  divination to peer through possible futures, and attempts to 
  influence the flow of destiny towards futures in which the 
  target fails. The seer cyclops must succeed on a Profession 
  (soothsayer) check (DC 10 + the target’s Hit Dice + the 
  target’s Charisma modifier), or the pronouncement has 
  no effect. If the seer cyclops succeeds on this check, then 
  whenever the target makes any kind of die roll, he must 
  roll twice and take the worse result. The seer cyclops can 
  maintain this effect on subsequent rounds as a swift action 
  as long as he can still see the target, but must succeed on 
  an additional Profession (soothsayer) check at the same DC 
  each round that he maintains the effect. If he ever fails the 
  check or chooses not to maintain the effect then the effect 
  ends immediately, and the target is immune to this ability for 
  1 minute.
  Ecology
   
  Cyclops seers are incredibly rare in modern times, 
  but, according to legends and the research of various sages 
  and scholars, there was a time in the ancient past when nearly 
  all cyclopes had the incredible powers of divination and 
  perception that are now the purview of only an incredibly 
  gifted few. While the average cyclops has the ability to affect 
  the flow of fate in small ways every once in a while, with great 
  effort, cyclops seers can regularly bend fate to their will, 
  rendering all their enemies’ endeavors to utter failure, and 
  ensuring that their own actions meet with perfect success. 
  Their powers of divination are also staggeringly powerful, and 
  it is all but impossible to fool or deceive a cyclops seer.
   
  It is unknown exactly what causes a standard 
  cyclops to become a cyclops seer, but all evidence seems to 
  suggest that the difference does not occur at birth, but rather 
  happens later in life. Though some sages believe it simply 
  takes time for the cyclops seer’s powers to manifest, others 
  suggest that perhaps there is some key element that the 
  cyclopean ancients used to unlock their mystic potential, 
  but which has been lost to time, and that cyclops seers come 
  about when modern cyclopes stumble across this unknown 
  thing by accident. Such sages theorize that perhaps if this 
  element could be identified, it could be used to bring the 
  human race to the heights enjoyed by the ancient cyclopean 
  sages.
  
  6
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  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Couatls Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Wraiths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Mummies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.  
  Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Treants Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Unicorns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Cyclopes Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.
   
  END OF LICENSE 
  
  Exotic Encounters: Cyclopes
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Cyclopes.pdf