Page 133 - Critical Role: Tal’Dorei Campaign Setting
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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

