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Golem, Flagstone

Large construct, unaligned

Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (–1) 18 (+4) 3 (–4) 11 (+0) 1 (–5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Camouflage. While lying flat on the ground, a flagstone golem can’t be distinguished from normal floor.
  • Energy Absorption. If a flagstone golem is hit by an attack that causes damage of a type to which it is immune, it takes no damage but instead heals 1 hit point per 3 points of damage the attack would have inflicted. Excess hit points are gained as temporary hit points.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. A flagstone golem has advantage on saving throws versus spells and magical effects.

ACTIONS

  • Multiattack. The golem makes two Slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) bludgeoning and piercing damage. If both attacks hit the same target, the target must make a successful DC 15 Constitution saving throw or be forced prone and stunned until the start of the flagstone golem’s next turn.
  • Flatten A flagstone golem flattens itself onto the ground and becomes indistinguishable from normal flagstone flooring or any other flat, stone surface. While flattened, the golem becomes immune to all the damage types it is normally resistant to. Resuming humanoid shape takes another action.
  • Energy Burst. A flagstone golem releases its temporary hit points as a blast of energy. All creatures within 20 feet of the flagstone golem must make a DC 14 Dexterity saving throw. Those failing take force damage equal to the number of temporary hit points being released, while those succeeding take half this amount. This attack expends all of the flagstone golem’s temporary hit points.

ACTIONS

  • Multiattack. The eye of the deep makes one Bite attack and two with its Pincers.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage.
  • Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. The target is grappled (escape DC 13) if the eye of the deep isn’t already grappling a creature, and the target is restrained until the grapple ends.
  • Eye Rays Each of the creature’s eyes stalks can produce a magical ray once per round. The creature can aim its eye rays in any direction and they have a range of 150 feet.
  • Paralytic Ray. Using its left eye, the eye of the deep unleashes a powerful paralytic beam. The target must make a DC 15 Wisdom saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Enfeeblement Ray. Using its right eye, the eye of the deep unleashes a powerful ray of enfeeblement. The target must make a DC 15 Wisdom saving throw or deal half damage with all attacks that use Strength for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Major Image The eye of the deep concentrates its eye rays together to project a major image illusion. The illusion is generated at any point within range and in the eye of the deep’s line of sight. Seeing through the illusion requires a successful DC 15 Intelligence (Investigation) check.
Section 15: Copyright Notice
Island of Sorrow, © 2020, Frog God Games; Author Ken Spencer