132 Chapter 4: allies and adVersaries
Cyclops Stormcaller
When a cyclops is born beneath a raging storm, the child
is sometimes born different. Smaller than the rest, sickly
and weak. Most of these stormborn cyclopes are relent-
lessly bullied and beaten for their tiny stature, and most
die before adulthood. Those who survive do so because of
the magic the Stormlord has bestowed upon them—inten-
tionally or otherwise. As cyclopes are a simple-minded
and magically-inert people, the power of a stormcaller
awes and terrifies them. They believe that a stormcaller is
nothing short of a god.
As of late, a cabal of stormcallers have gathered in the
Daggerbay Mountains at a time-lost elven temple called
the Skyneedle; in elven, ira’ fallai, in cyclops, “Tall Zap-
po-Zappo.” There they conduct strange rituals beseeching
an entity called the Eye of the Storm, and with every
ritual, their power seems to grow.
nOtOri Ous stOrmCallers
Efficient raiders and powerful leaders, stormcallers are dan-
gerous enough on their own that several legends of them are
told and retold along caravan routes and by any forced to ven-
ture too closely to cyclops territory. Some of them are:
the ey e of the Stor m
More legend than rumor, the Eye of the Storm is said to
be a truly ancient cyclops stormcaller, the first of their
kind. It is said that she gave over her only eye for the
power of the storm, and now anywhere a storm brews,
she can watch the devastation as though the center of that
storm were her very own eye.
oluk wagonSBane
A raider infamous for ambushing caravans and stealing
their wealth, Oluk commands a force of other
cyclops. His warriors are fanatical in their
devotion to him, revering his power and
deeds. Each of his followers bears the dis-
tinctive scar from a lightning strike, and
they proudly show off their scars.
Cyclops Stormcaller
Large giant, neutral evil
Armor Class 18 (chainmail, ring of protection, cloak of protection)
Hit Points 119 (12d10 + 48)
Speed 30 ft., fly 60 ft. (storm only)
Str dex Con int wiS Ch a
1 6 (+3) 1 0 (+0) 1 8 (+4) 1 5 (+2) 8 (-1) 2 0 (+5)
Saving Throws Str +5, Dex +2, Con +6, Int +4, Wis +5, Cha +11
Skills Arcana +6
Senses passive Perception 9
Languages Common, Elven, Giant
Challenge 10 (5,900 XP)
Poor Depth Perception. The cyclops has disadvantage on any
attack roll against a target more than 30 feet away.
Storm Wings. While within 1 mile of a storm, the cyclops gains
a fly speed of 60 feet.
Supernatural Focus. The cyclops has advantage on Constitution
saving throws made to maintain concentration on a spell, and
cannot lose concentration because of turbulent weather.
Innate Spellcasting. The cyclops’s innate spellcasting ability is
Charisma (spell save DC 17). The cyclops can innately cast the
following spells, requiring no material components:
At-w ill: ray of frost (3d8), water walk
3/day each: ice storm, sleet storm, wind wall
1/day each: control weather, storm of vengeance
Actions
Multiattack. The cyclops makes two ice claws attacks.
Ice Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (3d6 +3) slashing damage plus 3 (1d6) cold damage.