Sunwork, Crabwork

Medium construct (bronze, sunwork), unaligned

Armor Class 17 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., fly 30 ft. (hover)

13 (+1) 15 (+2) 11 (+0) 1 (-5) 14 (+2) 3 (-4)

Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Proficiency Bonus +2
Challenge 1 (200 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. A clockwork creature doesn’t require air, food, drink, or sleep.
  • Dive Attack. If the crabwork is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
  • Pack Tactics. The crabwork has advantage on an attack roll against a creature if at least one of the crabwork’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.


  • Multiattack. The crabwork uses Radiant Ray twice.
  • Radiant Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 10 (3d6) radiant damage.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.


A terrifying shadow looms over you as you spot the source of the buzzing sound above, a giant mechanical crab!

Crabworks combine the deadliness of crabs with the dexterity of a hummingbird. They have wind turbines embedded in their shells that enables them to fly with surprising dexterity, dodging left and right and hovering over their opponents. This ability, when coupled with the blast of energy from their eyes, makes them capable of taking down most fortifications. Worse, they come in great numbers, along with clocktopuses.

Section 15: Copyright Notice

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

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