Cyclops

Cyclops

Enormous sentient fey humanoid (8d6)  
STR 21 (6d6) AGI 10 (4d6) END 21 (6d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MELEE DEFENCE 20RANGED DEFENCE 16MENTAL DEFENCE 32VITAL DEFENCE 28
HEALTH 72SOAK 8; VULN noneIMMUNE lightning
INITIATIVE 8d6 (prophetic)PERCEPTION 8d6; truesightSPEED 8; CLIMB 4; JUMP 20'/20'CARRY 420lb (max lift 1050lb)
REACH 10-ftACTIONS 3
🅜 Trident 6d6 melee (3d6+6piercing damage)
Skills hardy 10 (4d6), combat 3 (2d6), perception 10 (4d6), reactions 3 (2d6), insight 10 (4d6), blacksmithing 10 (4d6)Gear trident, studded leather armor   

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Fey. Fey creatures can sense magic within 10' of them. Fey creatures are highly magical.
Truesight. Truesight enables the cyclops to see through illusions, invisibility, disguises, and to clearly see a creature's virtue. They can also see in the dark, and through obscuring effects like smoke, although not through cover.
Opportunist stomp. The cyclops can stomp on an adjacent prone opponent as a free action. This is an unarmed attack and uses its natural damage value.
Prophetic. A cyclops cannot be ambushed. Additionally, it cannot be bluffed or deceived in any way.