Armor Class 20 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft.
Saving Throws —
Skills Perception +8
Damage Immunities poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
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
Challenge 11 (7,200 XP)
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.
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.