Sunwork, Clocktopus

Medium construct (bronze, sunwork), unaligned

Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 1 (-5) 14 (+2) 4 (-3)

Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages
Proficiency Bonus +2
Challenge 1 (200 XP)

SPECIAL TRAITS

  • 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. A clockwork creature doesn’t require air, food, drink, or sleep.
  • Pack Tactics. The clocktopus has advantage on an attack roll against a creature if at least one of the clocktopus’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.
  • Repairable. A DC 10 tinker’s tools check restores one hit point for each point rolled over the DC.
  • 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 11 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table.

ACTIONS

  • Multiattack. The clocktopus uses Radiant Ray twice.
  • Radiant Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 10 (3d6) radiant damage.
  • Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the clocktopus can’t use its tentacles on another target.

ABOUT

This hovering bronze monster has a diving helmet for a body and eight coiling tentacles. Its eyes glow with a yellow light and a fan embedded in its body keeps it aloft.

Like crabworks, clocktopuses are mechanical threats used to invade en masse against fortifications. Unlike crabworkers, clocktopuses are more dexterous and capable of crawling through tighter quarters.

In addition to their grasping tentacles, clocktopuses can shoot beams out of their eyes, which makes them particularly troublesome in large groups.

Section 15: Copyright Notice

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

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