Cyclops Myrmidon A5E
CR 10 giant
Huge giant, chaotic evil
While a cyclops is frightened and the source of its fear is in sight, it makes attack rolls with advantage instead of disadvantage.
The cyclops makes all ranged attacks with disadvantage.
Actions
The cyclops makes two melee attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage.
Ranged Weapon Attack: +8 to hit, range 120 ft. (see Poor Depth Perception) one target. Hit: 32 (5d10 + 5) bludgeoning damage.
Bonus Actions
The cyclops can end one condition on itself that was imposed through a failed Wisdom saving throw.
Reactions
When a creature hits the cyclops with a melee attack, the cyclops readies a powerful strike against its attacker. The cyclops has advantage on the next club attack it makes against the attacker before the end of its next turn.
Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details