b'Sunwork, Crabwork \n'b'  Medium   construct  (bronze, sunwork),  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  13 (3d8)  Speed  30 ft., fly 30 ft. (hover)\n'b' STATS STR: 13 (+1) DEX:  15 (+2)  CON:  11 (+0)  INT:  1 (-5)  WIS:  14 (+2)  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 ,  prone   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 crabwork 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'  Pack Tactics . The crabwork has advantage on an  attack  roll against a creature if at least one of the crabwork\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 11  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 crabwork 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'  Claw .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) bludgeoning damage, and the target is  grappled  (escape DC 11). The crab has two claws, each of which can grapple only one target. \n'b'\n'b' ABOUT \n'b' A terrifying shadow looms over you as you spot the source of the buzzing sound above, a giant mechanical crab! \n'b' Crabworks combine the deadliness of crabs with the dexterity of a hummingbird. They have wind turbines embedded in their shells that enables them to fly with surprising dexterity, dodging left and right and hovering over their opponents. This ability, when coupled with the blast of energy from their eyes, makes them capable of taking down most fortifications. Worse, they come in great numbers, along with clocktopuses.'