b'Sunwork, Serpent \n'b'  Family:   Sunwork  \n'b'  Medium   construct  (stone, sunwork),  unaligned  \n'b'  Armor Class  19 (natural armor)  Hit Points  27 (5d8 + 5)  Speed  30 ft., burrow 30 ft., swim 30 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  13 (+1)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Vulnerabilities  bludgeoning  Damage Resistances  cold, fire, lightning; piercing and slashing from nonmagical attacks  Damage Immunities  acid, poison, radiant  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  blindsight 10 ft.,  darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Proficiency Bonus  +2  Challenge  2 (450 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Antimagic Susceptibility . The gemstone is  incapacitated  while in the area of an  antimagic field . If targeted by  dispel magic , the gemstone 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 gemstone creature doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Earth Glide . The gemstone serpent can burrow through nonmagical, unworked earth and stone. While doing so, the serpent doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Gemstone Demise . If the gemstone creature dies, its body is intact but becomes inert. If it is liquid, the corpse floats. Gemstones can be pried from the corpse with a successful DC 10 jeweler\xe2\x80\x99s tools check. For each point rolled over the DC, the PC retrieves 1d10 gp of valuable gemstones. \n'b'  Repairable . A DC 12 mason\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 14  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'  Bite .  Melee Weapon Attack : +4 to hit, reach 10 ft., one target.  Hit : 5 (1d6 + 2) piercing damage. \n'b'  Constrict .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 9 (2d6 + 2) bludgeoning damage, and the target is  grappled  (escape DC 12). Until this grapple ends, the target is  restrained , and the serpent can\xe2\x80\x99t constrict another target. \n'b'  Scintillating Hide (Recharge after a Short or Long Rest) . The gemstone creature\xe2\x80\x99s  hide  emits dazzling, colored  light  until the end of the creature\xe2\x80\x99s next turn. During this time, its  hide  sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the gemstone creature have disadvantage on  attack  rolls against it. In addition, any creature within the bright light and able to see the gemstone creature when this power is activated must succeed on a DC 11  Dexterity  saving throw or be  blinded  until the  light  ends. \n'b'\n'b' ABOUT \n'b' A scintillating, serpentine head encrusted with gems pops right out of the ground! \n'b' Gemstone serpents differ from their other gemstone counterparts in one important way: they can burrow through stone. This single feature makes them the ultimate ambushers, capable of burrowing directly toward targets and then springing on them when they least expect it. \n'b' In swampy areas, they are even more effective. Gemstone serpents lay coiled in wait just below the surface of stone, and when they can detect movement 10 feet above them, they strike. But it doesn\xe2\x80\x99t end there, as the gemstone serpent then drags its prey into the nearest body of water, drowning it.'