Cyclops, Greater (CR 11)
Alignment: Chaotic good
Initiative: +1 (Dex)
AC: 24 (-2 size, +1 Dex, +10 natural, +5 armor [+1 scale mail]), touch 9, flat-footed 23
Hit Dice: 16d8+96 (168 hp)
Fort +16, Ref +6, Will +9
Speed: 40 ft.
Space: 5 ft./10 ft. (10-20 ft. with longspear)
Base Attack +12; Grapple +16
Attack: Gargantuan longspear or rock +11/+6/+1 ranged
Full Attack: Gargantuan longspear or rock +11/+6/+1 ranged
Damage: Gargantuan longspear 2d8+16; or rock 2d8+11
Special Attacks/Actions: Rock throwing
Abilities: Str 33, Dex 13, Con 23, Int 16, Wis 18, Cha 14
Special Qualities: Rock catching, fire immunity, SR 21
Feats: Craft Magic Arms and Armor; Cleave; Combat Reflexes; Great Cleave; Improved Sunder
Skills: Craft (armorsmithing) +23 and Craft (weaponsmithing) +24
Advancement: By character class
Climate/Terrain: Warm mountains
Organization: Solitary or fist (2-5)
Treasure: Standard coins, standard goods, Double items
Deities and Demigods
Greater cyclopes avoid combat unless Hephaestus commands them to fight. Greater cyclopes are typically well equipped with magic weapons and armor, and they make excellent use of tactics.
Rock Throwing (Ex): Adult cyclopes are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A greater cyclops can hurl rocks of 60 to 80 pounds (Medium-size objects) with a range increment of 140 feet and a maximum range of five range increments.
Rock Catching (Ex): A cyclops can catch Small, Medium-size, 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. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus on attacks, the DC increases by that amount.) The giant must be ready for and aware of the attack.