Eye Golem 2014
CR 11 construct
Large construct, Unaligned
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.
The golem doesn’t require air, food, drink, or sleep.
The golem is immune to any spell or effect that would alter its form.
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).
The golem has advantage on saving throws against spells and other magical effects.
Actions
The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage.
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.
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.
Other versions
Source: Tome of Beasts 1 (2023 Edition) (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details