Cyclops (CR 8)
Alignment: Often chaotic evil
Initiative: -1 (Dex); Senses: Listen +6 and Spot +5
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Hit Dice: 13d8+52 (110 hp)
Fort +12, Ref +3, Will +4
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +9
Attack: Gargantuan greatclub +16/+11 melee; or rock +6/+1 ranged
Full Attack: Gargantuan greatclub +16/+11 melee; or rock +6/+1 ranged
Damage: Huge greatclub 2d6+12; or rock 2d6+8
Special Attacks/Actions: Rock throwing
Abilities: Str 27, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Special Qualities: Rock catching, one-eyed
Feats: Cleave; Point Blank Shot; Power Attack
Skills: Climb +10, Jump +10, Listen +6, and Spot +5
Advancement: By character class
Climate/Terrain: Temperate hills and mountains
Organization: Solitary or gang (2-5)
Rock Throwing (Ex): Rocks thrown by a cyclopes have a range increment of 120 feet (240 feet with the Far Shot feat).
Cyclopes like to attack from higher ground, usually springing up from behind outcroppings of rock where they can hurl boulders with minimal risk to themselves.