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tal’dorei campaign guide


            cyclops stormcaller                               notorious stormcallers

                                                              Efficient raiders and powerful leaders, stormcallers are dan-
            When a cyclops is born beneath a raging storm, the child   gerous enough on their own that several legends of them are
            is sometimes born different. Smaller than the rest, sickly
                                                              told and retold along caravan routes and by any forced to ven-
            and weak. Most of these stormborn cyclopes are relent-  ture too closely to cyclops territory. Some of them are:
            lessly bullied and beaten for their tiny stature, and most
            die before adulthood. Those who survive do so because of   the eye of the Storm
            the magic the Stormlord has bestowed upon them—inten-
                                                              More legend than rumor, the Eye of the Storm is said to
            tionally or otherwise. As cyclopes are a simple-minded
                                                              be a truly ancient cyclops stormcaller, the first of their
            and magically-inert people, the power of a stormcaller
                                                              kind. It is said that she gave over her only eye for the
            awes and terrifies them. They believe that a stormcaller is
                                                              power of the storm, and now anywhere a storm brews,
            nothing short of a god.
                                                              she can watch the devastation as though the center of that
              As of late, a cabal of stormcallers have gathered in the
                                                              storm were her very own eye.
            Daggerbay Mountains at a time-lost elven temple called
            the Skyneedle; in elven, ira’ fallai, in cyclops, “Tall Zap-  oluk wagonSbane
            po-Zappo.” There they conduct strange rituals beseeching
                                                              A raider infamous for ambushing caravans and stealing
            an entity called the Eye of the Storm, and with every
                                                                      their wealth, Oluk commands a force of other
            ritual, their power seems to grow.
                                                                        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    cha
                                                                16 (+3)   10 (+0)   18 (+4)   15 (+2)   8 (-1)   20 (+5)

                                                              Saving Throws Str +4, Dex +1, Con +5, Int +0, Wis +4, Cha +10
                                                              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-will: 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.





    132     chapter 4: allies and adversaries
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