Biclops
Huge giant, neutral
Armor Class
16 (chainmail)
Hit Points
283 (21d12 + 147)
Speed
30 ft.
STR
26 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Senses
passive Perception 17
Saving Throws
Dex +5, Con +12, Wis +7
Skills
Athletics +15, Perception +7
Languages
Giant
Challenge
14 (11,500 XP)
Improved Critical. Longsword and spear attacks score a critical hit on a roll of 19 or 20.
Two-Weapon Master. When attacking with two weapons, a biclops may reroll any 1 on a damage dice, keeping the second result.
Two Heads. The biclops has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one head of the biclops is asleep, the other head is awake.
Actions
Multiattack. The biclops makes three attacks with its two longswords. It can choose to hurl two spears or throw two rocks instead.
Longsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) slashing damage.
Spear. Melee Weapon Attack: +13 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 22 (4d6 + 8) piercing damage.
Rock. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.