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)

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

Skills

Perception +8

Languages

understands the language of its creator, but can't speak

Challenge

11 (7200 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.

large
construct
cr11
tome-of-beasts