Eye Golem
Eye Golem
Large construct, unaligned
- Armor Class 20 (natural armor)
- Hit Points 157 (15d10+75)
- Speed 30 ft.
- STR
22 (+6) - DEX
9 (-1) - CON
20 (+5) - INT
5 (-3) - WIS
11 (+0) - CHA
1 (-5)
- Skills Perception +8
- Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned
- Senses truesight 120 ft., passive Perception 18
- Languages understands the language of its creator, but can't speak
- Challenge 11 (7,200 XP)
- Immutable Form. The golem is immune to any spell or effect that would alter its form.
- Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The golem's weapon attacks are magical.
Actions
- Multiattack. The golem makes two melee attacks.
- Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
- Gaze of Ancient Light (Recharge 6). The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn.
- Primal Voice of Doom (1/Day). The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected.
- Shoot into the Sun (1 minute/day). When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day.