Sunwork, Serpent

Family: Sunwork

Medium construct (stone, sunwork), unaligned

Armor Class 19 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., burrow 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

Skills Perception +2, Stealth +4
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 blindsight 10 ft., darkvision 60 ft., passive Perception 12
Languages
Proficiency Bonus +2
Challenge 2 (450 XP)

SPECIAL TRAITS

  • 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’s spell save DC or fall unconscious for 1 minute.
  • Constructed Nature. A gemstone creature doesn’t require air, food, drink, or sleep.
  • Earth Glide. The gemstone serpent can burrow through nonmagical, unworked earth and stone. While doing so, the serpent doesn’t disturb the material it moves through.
  • 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’s tools check. For each point rolled over the DC, the PC retrieves 1d10 gp of valuable gemstones.
  • Repairable. A DC 12 mason’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 14 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table.

ACTIONS

  • Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the serpent can’t constrict another target.
  • Scintillating Hide (Recharge after a Short or Long Rest). The gemstone creature’s hide emits dazzling, colored light until the end of the creature’s 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.

ABOUT

A scintillating, serpentine head encrusted with gems pops right out of the ground!

Gemstone serpents differ from their other gemstone counterparts in one important way: they can burrow through stone. This single feature makes them the ultimate ambushers, capable of burrowing directly toward targets and then springing on them when they least expect it.

In swampy areas, they are even more effective. Gemstone serpents lay coiled in wait just below the surface of stone, and when they can detect movement 10 feet above them, they strike. But it doesn’t end there, as the gemstone serpent then drags its prey into the nearest body of water, drowning it.

Section 15: Copyright Notice

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

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