Hit Dice: 20d8+180 (270 hp)
Speed: 50 ft. (10 squares), 40 ft. with breastplate (8 squares)
Armor Class: 28 (+5 breastplate, +15 natural, -2 size), touch 8, flat-footed 28
Base Attack/Grapple: +15/+38
Attack: Greatsword +28/+23/+18 melee (4d6+22/1920) or slam +28 melee (1d8+15) or composite longbow (+15 Str bonus) +15/+10/+5 ranged (3d6+15/x3)
Full Attack: Greatsword +28/+23/+18 melee (4d6+22/1920) or 2 slams +28 melee (1d8+15) or composite longbow (+15 Str bonus) +15/+10/+5 ranged (3d6+15/x3)
Space/Reach: 20 ft./25 ft.
Special Attacks: Ferocity, spell-like abilities
Special Qualities: Darkvision 120 ft., low-light vision, master smith, resistance to electricity and fire 5, sons of sky and earth, x-ray vision
Saves: Fort +21, Ref +7, Will +12
Abilities: Str 40, Dex 10, Con 28, Int 17, Wis 15, Cha 14
Skills: Appraise +19, Craft (armorsmithing) +22, Craft (weaponsmithing) +22, Intimidate +23, Listen +22, Spot +22
Feats: Awesome Blow, Diehard(B), Improved Bullrush, Improved Sunder, Iron Will, Lightening Reflexes, Power Attack, Unnatural Will
Environment: Any Mountains
Organization: Solitary or family (24 plus 1 barbarian or cleric of 7th10th level plus 12 rocs and 4-6 giant ravens)
Challenge Rating: 19
Treasure: Double standard plus magic items
Alignment: Often Chaotic Neutral
Advancement: By character class
Level Adjustment: -
Higher cyclops appear as enormous, muscular men with long, curly hair and bushy beards. They have a single eye located in the center of their ugly but noble visage. Atrophied fangs can be slightly seen protruding from their heat-chapped lips.
Higher cyclopses, unlike their lower brethren that live nearly on the level of beasts, have an advanced civilization, building fantastic, giant-sized homes along the tops and sides of mountains. There they persue their lives, hunting the fierce beasts of the mountains for their meat and crafting magical items of fantastic skill. As such, the towering fires of their forges and spits can often be seen from the ground below.
They tend to be intensely stubborn and abrupt of emotion, often refusing to give in to weakness or pain even at risk of death.
Cyclopses stand nearly twenty feet tall and weigh around 10,000 lbs. Cyclopes are not known to die of old age, though often die on the hunt or in the battlefields. A cyclops speaks Giant, and Cyclopean, a much more refined and expansive form of giant.
Higher cyclops do battle with their fantastically wrought weapons, as well as hurling lightening bolts upon their enemies. They are difficult to surprise, having sharp senses that can penetrate most known substances.
A cyclops continues to fight without penalty even while disabled or dying.
Master Smith (Ex):
Higher cyclops gain Craft Magic Arms and Armor as a bonus feat. They are considered to possess the prerequisites neccessary to craft any magical item of those types, even if they do not otherwise meet the requirements or have the ability to cast the neccessary spells.
Rock Catching (Ex):
A cyclops size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a cyclops that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The cyclops must be ready for and aware of the attack in order to make a rock catching attempt.
At will - Lightening Bolt. 1/day True Strike. Caster level 10th. Save DC's are Charisma-based.
Sons of Sky and Earth (Su):
Any weapon wielded by a cyclops gains the Shocking Burst and Thundering qualities.
X-Ray Vision (Ex):
A higher cyclops can see through up to 20 feet of wood or soil, 10 feet of stone, or 2 inches of metal. Iron completely blocks x-ray vision.
A higher cyclops gains a +4 racial bonus on all Craft and Appraise checks.