Sources
CR
Type
Size
Alignment
Movement

Nivix Cyclops

Large Giant, Unaligned

Armor Class 14 (half plate armor)
Hit Points 115 (10d10 + 60)
Speed 30 ft.
STR
24
+7
DEX
9
-1
CON
22
+6
INT
7
-2
WIS
10
+0
CHA
9
-1
Saving Throws CON +9, WIS +3
Damage Immunities poison, psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Giant
Challenge 8 (3,900 XP)

Traits

Magic Resistance. The cyclops has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The cyclops makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:23 (3d10 + 7) bludgeoning damage.

Reactions

Spell Vitalization. Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.

Lore

Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.