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)
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.
Rock Throwing (Ex): Rocks thrown by a cyclopes have a range increment of 120 feet (240 feet with the Far Shot feat).