Cyclops BullyCreature 9
Source Pathfinder #171: Hurricane's Howl
Perception +17 (low-light vision)
Languages Common, Cyclops, Jotun
Skills Athletics +19, Intimidation +18, Survival +17
Str +6, Dex +0, Con +4, Int -1, Wis +4, Cha +3
AC 28; Fort +21; Reflex +15; Will +17;
HP 155
Speed 30 feet
Greatclub +21 (+16, +11) to hit (backswing, reach 10, shove) 2d10+10 Bludgeoning
Fist +21 (+17, +13) to hit (agile, unarmed) 2d6+10 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Brutal Recovery (divination, fortune, occult)Frequency once per day
Trigger The cyclops bully fails (but does not critically fail) an attack roll or an Intimidation check
Effect The cyclops bully forces its will on an array of possible futures. It gets a success on the roll instead of a failure.
FerocityTrigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
Terrorizing SwingThe cyclops bully attempts to Demoralize a foe within its melee reach, then makes a melee Strike against that foe.
If the creature is Frightened and takes damage, it takes an additional 2d10]2d10 damage and is knocked Prone.
This counts as two attacks toward the cyclops's multiple attack penalty.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.