Zombie Cyclops

1 1 1 1 1 1 1 1 1 1 Rating 0.00 (0 Votes)
A small mountain of rotting flesh thunders down the ancient hallway, its single glazed eye locked on its living target.

Zombie Cyclops

CR 8 (4,800 xp)

NE large undead
Init -2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 14, touch 10, flat-footed 18 (-1 size, +3 natural, +4 armor, -2 Dex)
hp 75 (10d8+30)
Fort +3, Ref +1, Will +4
DR 5/slashing
Immunities Undead traits

OFFENSE
Speed 30 ft.
Melee Slam +16 (1d8+6)

BASE STATISTICS
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Base Atk +7, CMB +14, CMD 22
Gear Rotting Hide Armor

ECOLOGY
Environment Any temperate or tropical
Organization Any, usually solitary
Treasure None

SPECIAL ABILITIES
Flash of Insight (Su): Once per day as in immediate action, a 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 cyclops only, and cannot be applied to the rolls of others.

Staggered (Ex): Zombies have poor reflexes and can only perform a single move or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.


A Zombie Cyclops is a 9ft tower of quivering, rotting flesh. These retched creatures tend to mill about in search of living creatures to slaughter.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 5.00 (2 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 4.00 (1 Vote)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 5.00 (1 Vote)