Sunwork, Chompwork

Large construct (gold, sunwork), neutral

Armor Class 17 (natural armor)
Hit Points 65 (10d10 + 10)
Speed 30 ft.

15 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 9 (-1)

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’t speak
Proficiency Bonus +3
Challenge 5 (1,800 XP)


  • 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’s spell save DC or fall unconscious for 1 minute.
  • Constructed Nature. The construct creature doesn’t re-quire air, food, drink, or sleep.
  • Magic Weapons. The chompwork’s weapon attacks are magical.
  • 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.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • Standing Leap. The chompwork’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • 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.
  • 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.


  • Multiattack. The chompwork makes two bite attacks.
  • 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’t bite another target.
  • 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’t willingly move to a space within 30 feet of him. It also can’t 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’s nowhere to move, the creature can use the Dodge action.
  • Engulf. The chompwork moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the chompwork enters a creature’s 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’s 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’s 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.


This goggle-eyed sphere is all maw, bouncing up and down a hallway as it eats everything in its path.

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.

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.

Section 15: Copyright Notice

5E Foes: Video Game Bestiary. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael J. Tresca.

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