Eye Golem
Large Construct Unaligned
- Armor Class: 20 (natural armor)
- Hit Points: 157 (15d10 + 75)
- Speed: walk 30 ft.
- Challenge Rating: 11 (7,200 XP)
- Source: Tome of Beasts 2023, page 216
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
9 (-1) |
20 (+5) |
5 (-3) |
11 (+0) |
1 (-5) |
- Skills: Perception +8
- Damage Vulnerabilities: False
- Damage Immunities: poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Damage Resistances: False
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: truesight 120 ft., passive Perception 18
- Languages: understands the languages of its creator but can’t speak
Special Abilities
- Blinding Demise: When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead.
- Construct Nature: The golem doesn't require air, food, drink, or sleep.
- Immutable Form: The golem is immune to any spell or effect that would alter its form.
- Light-Infused Fists: The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra 4d8 radiant damage (included in the attack).
- Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Actions
- Multiattack: The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks.
- Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage.
- Gaze of Ancient Light (Recharge 5-6): The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also stunned until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Primal Voice of Doom: The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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