b'Sunwork, Yar \n'b'  Family:   Sunwork  \n'b'  Medium   construct  (bronze, sunwork),  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  13 (3d8)  Speed  10 ft., fly 50 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  10 (+0)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  deafened ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Proficiency Bonus  +2  Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The clockwork is  incapacitated  while in the area of an  antimagic field . If targeted by  dispel magic , the clockwork must succeed on a  Constitution  saving throw against the caster\xe2\x80\x99s spell save DC or fall  unconscious  for 1 minute. \n'b'  Constructed Nature . A clockwork creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Dive Attack . If the yar is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon  attack , the  attack  deals an extra 9 (2d8) damage to the target. \n'b'  Flyby . The yar doesn\xe2\x80\x99t provoke an opportunity  attack  when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Pack Tactics . The yar has advantage on an  attack  roll against a creature if at least one of the yar\xe2\x80\x99s allies is within 5 ft. of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Repairable . A DC 10 tinker\xe2\x80\x99s tools check restores one hit point for each point rolled over the DC. \n'b'  Sun Engine . When the construct dies, it inflicts 10 (3d6) radiant damage in a 5 ft. radius. Creatures in the radius can make a DC 12  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The yar uses Radiant Ray twice. \n'b'  Radiant Ray .  Ranged Spell Attack : +4 to hit, range 120 ft., one target.  Hit : 10 (3d6) radiant damage. \n'b'  Sting .  Melee Weapon Attack : +4 to hit, reach 5 ft., one creature.  Hit : 5 (1d6 + 2) piercing damage, and the target must make a DC 11  Constitution  saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to  0 hit points , the target is stable but  poisoned  for 1 hour, even after regaining  hit points , and is  paralyzed  while  poisoned  in this way. \n'b'\n'b' ABOUT \n'b' The black and red buzzing blur resolves itself above you in the form of a wasp-shaped clockwork. \n'b' Yars accompany crabworks and clocktopi in swarming enemies, usually leading the charge. Unlike their slower brethren, they can quick divebomb the enemy and inject them with paralyzing poison, leaving them helpless for crabworks or clocktopi to pick them up and drop foes to their doom.'