Sunwork, Yar

Family: Sunwork

Medium construct (bronze, sunwork), unaligned

Armor Class 17 (natural armor)
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft. (hover)

10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

Damage Immunities poison, psychic
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
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 yar 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.
  • Flyby. The yar doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Pack Tactics. The yar has advantage on an attack roll against a creature if at least one of the yar’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 12 Dexterity saving throw for half damage. Alternately, when it suffers a critical hit or dies, roll on the Sun Engine Malfunction table.


  • Multiattack. The yar uses Radiant Ray twice.
  • Radiant Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 10 (3d6) radiant damage.
  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


The black and red buzzing blur resolves itself above you in the form of a wasp-shaped clockwork.

Yars accompany crabworks and clocktopi in swarming enemies, usually leading the charge. Unlike their slower brethren, they can quick divebomb the enemy and inject them with paralyzing poison, leaving them helpless for crabworks or clocktopi to pick them up and drop foes to their doom.

Section 15: Copyright Notice

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

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