Sunwork, Turtle

Family: Sunwork

Medium construct (stone, sunwork), unaligned

Armor Class 17 (natural armor)
Hit Points 36 (8d8)
Speed 30 ft. (60 ft. when sliding), swim 30 ft.

15 (+2) 10 (+0) 10 (+0) 2 (-4) 12 (+1) 13 (+1)

Saving Throws Con+2
Skills Perception +3
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 darkvision 60 ft., passive Perception 12
Proficiency Bonus +2
Challenge 3 (700 XP)


  • 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.
  • 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.
  • Sliding Charge. The turtle uses its Shell Defense, moves up to 60 feet in a straight line, and can move through the space of any creature smaller than Medium. The first time it enters a creature’s space during this move, it makes a slam attack against that creature. If the attack hits, the target must also succeed on a DC 12 Strength saving throw or be pushed ahead of the turtle for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 9 (2d6 + 2) bludgeoning damage, or 18 (4d6 + 2) bludgeoning damage if it was already prone.
  • Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.
  • 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 10 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table.


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
  • Shell Defense. The gemstone turtle withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


  • 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


  • Radiant Reflection. If the gemstone turtle makes a successful saving throw against a spell that inflicts radiant damage, or a spell attack that inflicts radiant damage misses it, the gemstone turtle can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the gem-stone turtle. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.


This sea turtle’s shell is covered in brightly colored gems.

Gemstone turtles operate in a preprogrammed pattern, swimming in circles until a living creature falls into liquid near them. Then they swim off to attack, only returning when whatever living creature that activated them stops moving.

They are most often used as a means of transportation, capable of carrying targets to and from destinations in the water.

Section 15: Copyright Notice

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

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