Eye Golem

Tome of Beasts (Third Party)

Size
Large
Type
construct
Alignment
unaligned
AC
20 (natural armor)
Hit Points
157 (15d10+75)
Speed
walk 30 ft.
Skills
Perception +8
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
Lineage
Golem
STR
22
+6
DEX
9
−1
CON
20
+5
INT
5
−3
WIS
11
+0
CHA
1
−5

Traits

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 5 ft., 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.

recharge

D6

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.

recharge

1/DAY

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.

recharge

1/DAY

Other data

description