WBtW, page 193
Glasswork Golem CR: 2
Medium construct, unaligned
Armor Class: 13 (natural armour)
Hit Points: 36 8d8
Speed:
Saving Throws: Dex +2, Con +2, Wis +2
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10
Challenge Rating: 2
( 450 XP)
Proficiency Bonus: +2
Actions
Multiattack
The golem makes two Glass Sword attacks.
Glass Sword
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage
Bonus Actions
Dazzling Light (Recharge 5–6)
Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded 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
False Appearance
If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Regeneration
The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Unusual Nature
The golem doesn't require air, food, drink, or sleep.