Cyclops
Type: Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3 / +12
Attack Club +8 melee (1d8+5); or glaive +8 melee (2d8+7 / x3); or spear +0 ranged (2d6+5); or sling +0 ranged (1d6+5)*
Full Attack: Club +8 melee (1d8+5); or glaive +8 melee (2d8+7 / x3); or spear +0 ranged (2d6+5); or sling +0 ranged (1d6+5)*
Space/Reach: 10 ft. / 10 ft. (15 - 20 ft. with glaive)
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 21, Dex 10, Con 16, Int 8, Wis 10, Cha 9
Skills: Listen +4, Spot +2*
Feats: Weapon focus (club), Weapon focus (glaive)
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Environment: Temperate Hills and Mountains
Organization: Solitary or Band (2-8)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Cyclops are giants who possess a single red eye, located in the center of their foreheads. Their hair is a tangled, shaggy mass of black or deep blue, and their skin is ruddy brown to muddy yellow in color. Cyclops live alone or in small bands, far away from organized settlements. They are poor hunters, and often raise herds of goats or sheep for food. They wear ragged animal hides and crude sandals, and smell of earth and dung.

Cyclops are small for giants, standing 7 1/2 feet tall, and weighing around 350 pounds.

Cyclops speak Giant, in voices rough and sharp.

Combat
Cyclops do not use much strategy in combat. If their opponents are at a range, they will use their slings or throw spears. If their opponents are close, they will charge and use their clubs and glaives.

*Cyclops receive a –2 racial modifier on ranged attacks and a –2 racial modifier on Spot checks.