b'Golem, Flagstone \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  9 (-1)  CON:  18 (+4)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Camouflage . While lying flat on the ground, a flagstone golem can\xe2\x80\x99t be distinguished from normal floor. \n'b'  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 . \n'b'  Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . A flagstone golem has advantage on saving throws versus spells and magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The golem makes two Slam attacks. \n'b'  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\xe2\x80\x99s next turn. \n'b'  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. \n'b'  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\xe2\x80\x99s  temporary hit points . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The eye of the deep makes one Bite  attack  and two with its Pincers. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 12 (3d6 + 2) piercing damage. \n'b'  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\xe2\x80\x99t already grappling a creature, and the target is  restrained  until the grapple ends. \n'b'  Eye Rays  Each of the creature\xe2\x80\x99s 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. \n'b'  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. \n'b'  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. \n'b'  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\xe2\x80\x99s line of sight. Seeing through the illusion requires a successful DC 15  Intelligence  ( Investigation ) check.'