b'Soulwork, Crossbones \n'b'  Medium   construct  (gold, soulwork),  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  82 (11d8 + 33)  Speed  40 ft.\n'b' STATS STR: 19 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  5 (-3)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3  Damage Immunities  poison  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  understands Common but can\xe2\x80\x99t speak  Proficiency Bonus  +3  Challenge  6 (2,300 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 . The construct doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Incorporeal Movement . The crossbones can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \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'  Soul Engine . When the construct dies, it inflicts 10 (3d6) necrotic damage in a 5 ft. radius. Creatures in the radius can make a DC 13  Dexterity  saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Soul Engine Malfunction table. \n'b'  Standing Leap . The crossbone\xe2\x80\x99s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The crossbones makes two  melee attacks , only one of which can be a bite  attack . \n'b'  Skull Chains .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage, and the target is  grappled  (escape DC 15). If the target is Medium or smaller, it is also  restrained  until this grapple ends. While grappling the target, the crossbones has advantage on  attack  rolls against it and can\xe2\x80\x99t use this  attack  against other targets. When the crossbones moves, any Medium or smaller target it is grappling moves with it. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature that is  grappled  by the crossbones,  incapacitated , or  restrained .  Hit : 14 (3d6 + 4) bludgeoning damage. \n'b'  Chain Sweep . The crossbones swings its chain, and every creature within 10 feet of it must make a DC 13  Dexterity  saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked  prone . On a successful save, the creature takes half as much damage and isn\xe2\x80\x99t knocked  prone . \n'b'  Chain Smash (Recharge 6) .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 15  Constitution  saving throw. On a failure the target is  unconscious  for 1 minute. The  unconscious  target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Aggressive . As a bonus action, the crossbones can move up to its speed toward a hostile creature that it can see. \n'b'\n'b' ABOUT \n'b' This human-sized gold skull clanks along, connected by four chains to smaller skulls. And then it phases right through a wall! \n'b' Crossbones are giant skulls unleashed by mad inventors for the sole purpose of eliminating a foe. They make a beeline for the target, phasing right through walls and destroying everything and everyone in their path. They specifically focus on living intruders, but will just as easily smash through other creatures should they get in their way.'