Vision Golem

Many of the basic golems are classics, staples of abandoned wizards' laboratories and derelict royal vaults. However, magic can theoretically build a new construct out of anything; there could be a wood golem, a yarn golem, anything... even an eyeball golem. So we made it, and here it is. Just add it to the list of creatures we've given you so you can lightly traumatize your new players. Let us know how it goes, and if there are any eye-powers we missed.

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Vision Golem

Originally the gruesome result of a mad mage’s obsession with beholders, the vision golem is a monstrosity of sewn flesh and a disordered mess of eye stalks. Stitched into its flesh are the eyes of some of the most fearsome creatures from across the multiverse, painstakingly collected and carefully preserved.

In Appearance Only. Vision golems share most of the traits of their other golem counterparts, existing as more of a variation of a flesh golem than a beholder. Though they resemble beholders, vision golems deviate from their inspiration in their behavior. So long as its creator has the power to control it, a vision golem obeys its orders without question with no personality or ego to speak of.

Horrific Gaze. Though the vision golem lacks the petulance of a beholder, its creator designed it hoping to replicate the beholder’s abilities. The many eyes of the vision golem each hail from a different creature with unique optical abilities, granting the vision golem a variety of terrifying powers at a simple glance. This horrific amalgamation offers a truly perilous leer to any adventurer unfortunate enough to not have had their eyes gouged from their sockets.

Vision Golem

Large construct, neutral

Armor Class 16 (natural armor)

Hit Points 152 (16d10 + 64)

Speed 0 ft., fly 20 ft. (hover)

STR 10 (+0)

DEX 10 (+0)

CON 18 (+4)

INT 6 (-2)

WIS 10 (+0)

CHA 5 (-3)

Skills Perception +8

Damage Immunities lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone

Senses darkvision 120 ft., passive Perception 18

Languages Understands the languages of its creator but can't speak

Challenge 11 (7,200 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

Incongruous Gaze. The golem uses three of the following gaze attacks at random (reroll duplicates), choosing one to three targets that can see it and that it can see within 120 feet of it:

  1. Fomorian's Gaze. The targeted creature must make a DC 15 Charisma saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.

  2. Medusa's Gaze. The targeted creature must make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

  3. Mummy's Gaze. The targeted creature must make a DC 15 Wisdom saving throw. On a failed save, the target becomes frightened until the end of the golem’s next turn. If the saving throw fails by 5 or more, the creature is also paralyzed for the same duration.

  4. Nabassu's Gaze. The targeted creature must make a DC 15 Charisma saving throw. On a failed save, the target’s hit point maximum is reduced by 13 (2d12) and the golem gains an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the golem’s control. This gaze has no effect on constructs or undead.

  5. Nothic's Gaze. The targeted creature must make a DC 15 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

  6. Umber Hulk's Gaze. The target must make a DC 15 Charisma saving throw. On a failed save, the target can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

  7. Vampire's Gaze. The target must make a DC 15 Wisdom saving throw. On a failed save, the target is charmed by the golem. The charmed target regards the golem as a trusted friend to be heeded and protected. Although the target isn't under the golem's control, it takes the golem's actions in the most favorable way it can. Each time the golem or the golem's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the golem is destroyed or is on a different plane of existence than the target.

  8. Yeti's Gaze. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes 28 (8d6) cold damage and becomes paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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