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Saving Throws: Dex +5,
Wis
+3Skills: History +4, Perception +3Senses: passive perception 13Languages: Common, GiantChallenge: 9 (5,000 XP)Legendary Resistance (2/day). If the Tombsacker Cyclops fails a saving throw, it may choose to succeed on it instead.Poor Depth Perception. Tombsacker Cyclops has disadvantage on any ranged weapon attacks against targets more than 30 feet way.ACTIONSMultiattack. The Tombsacker Cyclops makes two +1 Huge Longsword attacks.+1 Huge Longsword. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 3d8+5 slashing damage, or 3d10+5 if used with two hands.Rock. Ranged Weapon Attack. +9 to hit, range 30/120 ft., one target. Hit: 4d10+5 bludgeoning damage.Practiced Toss. The Tombsacker Cyclops pulls out his portable hole and tosses it onto the ground or a wall within 15 feet. The item then functions as usual, creating a cylindrical hole 10 feet deep. A creature within the targeted square must make a DC 12 Dexterity saving throw or fall into the hole, taking 1d10 falling damage. The Tombsacker Cyclops may then interact with the item as normal.LEGENDARY ACTIONSThe Tombsacker Cyclops can take 1 legendary action, choosing from the list below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Tombsacker Cyclops regains spent points at the start of its turn.Potion Bag. The Tombsacker Cyclops uses one of the four potions it has in its belt pouch. Once used, the potion is consumed.-Potion of haste (grants effects of haste spell for 30 seconds)-Potion of greater healing (4d4+4 hit points)-Potion of resistance (fire)-Potion of water breathingTireless Combatant. The Tombsacker Cyclops makes a +1 Huge Longsword attack.
REVIEWS & COMMENTS
accuracy, and usability.
