b'Sunwork, Turtle \n'b'  Family:   Sunwork  \n'b'  Medium   construct  (stone, sunwork),  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  36 (8d8)  Speed  30 ft. (60 ft. when sliding), swim 30 ft.\n'b' STATS STR: 15 (+2) DEX:  10 (+0)  CON:  10 (+0)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con +2  Skills   Perception  +3  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   darkvision  60 ft., passive  Perception  12  Languages  \xe2\x80\x93  Proficiency Bonus  +2  Challenge  3 (700 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'  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'  Sliding Charge . The turtle uses its Shell Defense, moves up to 60 feet in a straight line, and can move through the space of any creature smaller than Medium. The first time it enters a creature\xe2\x80\x99s space during this move, it makes a slam  attack  against that creature. If the  attack  hits, the target must also succeed on a DC 12  Strength  saving throw or be pushed ahead of the turtle for the rest of this move. If a creature fails the save by 5 or more, it is also knocked  prone  and takes 9 (2d6 + 2) bludgeoning damage, or 18 (4d6 + 2) bludgeoning damage if it was already  prone . \n'b'  Stable . Whenever an effect knocks the turtle  prone , it can make a DC 10  Constitution  saving throw to avoid being knocked  prone . A  prone  turtle is upside down. To stand up, it must succeed on a DC 10  Dexterity  check on its turn and then use all its movement for that turn. \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 10  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 5 ft., one target.  Hit : 9 (2d6 + 2) piercing damage. \n'b'  Shell Defense . The gemstone turtle withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn. \n'b'  Slam .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 9 (2d6 + 2) bludgeoning damage. \n'b'\n'b' BONUS ACTIONS \n'b'\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' REACTIONS \n'b'\n'b'  Radiant Reflection . If the gemstone turtle makes a successful saving throw against a spell that inflicts radiant damage, or a spell  attack  that inflicts radiant damage misses it, the gemstone turtle can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the gem-stone turtle. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an  attack , the  attack  roll is rerolled against the chosen creature. \n'b'\n'b' ABOUT \n'b' This sea turtle\xe2\x80\x99s shell is covered in brightly colored gems. \n'b' Gemstone turtles operate in a preprogrammed pattern, swimming in circles until a living creature falls into liquid near them. Then they swim off to attack, only returning when whatever living creature that activated them stops moving. \n'b' They are most often used as a means of transportation, capable of carrying targets to and from destinations in the water.'