b'Sunwork, Chompwork \n'b'  Large   construct  (gold, sunwork),  neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  65 (10d10 + 10)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  13 (+1)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   charmed ,  deafened ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone   Senses   darkvision  60 ft., passive  Perception  10  Languages  understands Common but can\xe2\x80\x99t speak  Proficiency Bonus  +3  Challenge  5 (1,800 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 creature doesn\xe2\x80\x99t re-quire air, food, drink, or sleep. \n'b'  Magic Weapons . The chompwork\xe2\x80\x99s weapon attacks are magical. \n'b'  Otherworldly  Perception  . The chompwork can sense the presence of any creature within 30 feet of it that is  invisible  or on the Ethereal Plane. It can pinpoint such a creature that is moving. \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'  Standing Leap . The chompwork\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'  Sun Engine . When the construct dies, it inflicts 20 (6d6) radiant damage in a 10 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'  Treasure Sense . The chompwork can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The chompwork makes two bite attacks. \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 13 (2d10 + 2) bludgeoning damage and the target is  grappled  (escape DC 12). Until this grapple ends, the target is  restrained , and the chompwork can\xe2\x80\x99t bite another target. \n'b'  Channel Divinity:  Turn  Undead (4/Short Rest) . Each un-dead that can see or hear the chompwork within 30 feet of it must make a DC 11  Wisdom  saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the chompwork as it can, and it can\xe2\x80\x99t willingly move to a space within 30 feet of him. It also can\xe2\x80\x99t take  reactions . For its action, it can use only the  Dash  action or try to escape from an effect that pre-vents it from moving. If there\xe2\x80\x99s nowhere to move, the creature can use the  Dodge  action. \n'b'  Engulf . The chompwork moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the chompwork enters a creature\xe2\x80\x99s space, the creature must make a DC 12  Dexterity  saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the chompwork. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the chompwork enters the creature\xe2\x80\x99s space, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature is  restrained  and takes 21 (6d6) bludgeoning damage at the start of each of the chompwork\xe2\x80\x99s turns. When the chompwork moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12  Strength  check. On a success, the creature escapes and enters a space of its choice within 5 feet of the chompwork. \n'b'\n'b' ABOUT \n'b' This goggle-eyed sphere is all maw, bouncing up and down a hallway as it eats everything in its path. \n'b' Chompworks have one purpose and one purpose only: to clean a dungeon. They do this by eating everything in their path, consuming anything  slow  enough to get in their way. \n'b' Of particular note is their ability to deal with undead. Chompworks are capable of detecting ethereal undead and will target them first. Additionally, they can turn undead with holy symbols inscribed in their mouths (that are only visible when the chompwork opens its mouth and faces the undead). This causes most undead to flee; fleeing undead will be relentlessly pursued by a chompwork.'