Drill Bots
Some underground or mining societies have created great drilling constructs to help them mine out large sections of earth. These constructs live to mine, endlessly searching for curiosities and rare ores in service to others.
Drill bots have large cylindrical bodies and circular heads with a single large, glowing gemstone for an eye. They move around on four legs on their undersides, and wield two large drills in two arms. They are commonly made of either tough metals or stone.
Faulty Programming. The drill bots are so focused on their tasks that if something interrupts them, they are designed to remove the obstruction. This programming unintentionally causes drill bots to be violent when their tasks are not yet fulfilled, making them hazardous to work around. However, manufacturers of drill bots have decided that because the drill bots work, they don't need to waste time fixing this issue.
Size Models. There are two drastically different sizes of drill bots, the Miniature and Behemoth, meant for precision and broad drilling respectively. The miniature drill bots are much cheaper to produce and as a result are more common, while the behemoth is only rarely found in active use, especially after the drill bot's faulty programming was discovered.
Miniature Drill Bot
Small Construct, Unaligned
- Armor Class 15
- Hit Points 30
- Speed 20ft, 20ft burrow
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 8 (-1)
- Skills Perception +2
- Damage Resistances Nonmagical
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60ft, Blindsight 10ft, Tremorsense 15ft
- Languages Understands Dwarvish and Undercommon, cannot speak
- Prof. Bonus +2
Immutable Form. The drill bot is immune to effects that would alter its form.
Tunneler. The drill bot can burrow through solid rock at half its burrow speed, and leaves a 5-foot-diameter tunnel in its wake.
Actions
Drill Strike, +5 to hit, 5ft reach, one target. Hit: 2d4 Bludgeoning damage. Creatures made of inorganic material such as stone take double damage.
Rock Break. As an action, the drill bot slams its drills into the ground, creating an area of Difficult terrain in a line that is 10ft wide and 30ft long. This effect lasts until the end of the Behemoth's next turn.
Behemoth Drill Bot
Gargantuan Construct, Unaligned
- Armor Class 16
- Hit Points 200
- Speed 20ft, 20ft burrow
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 4 (-3) 14 (+2) 4 (-3)
- Saving Throws Constitution +6
- Skills Perception +5
- Damage Resistances Nonmagical
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60ft, Blindsight 10ft, Tremorsense 30ft, passive 15
- Languages Understands Dwarvish and Undercommon, cannot speak
- Prof. Bonus +3
Legendary Resistance, (3/day). If the behemoth fails a saving throw, it can choose to succeed instead.
Raidboss Resistance. The behemoth is immune to effects that would alter its form or teleport it against its will.
Colossal. The behemoth cannot be Grappled by a creature unless it is of Gargantuan size.
Tunneler. The behemoth can burrow through solid rock at half its burrow speed, and leaves a 20-foot-diameter tunnel in its wake.
Action
Drill Slam. As an action, the behemoth prepares to slam its drill arms in two lines that are 10ft wide by 15ft long in front of it. Any creatures within this zone on the behemoth's next turn must must make a DC 16 Dexterity saving throw, taking 5d6 Bludgeoning damage on a failed save, or half as much on a success. Creatures made of inorganic material such as stone take double damage.
Drill Swipe. As an action, the behemoth prepares to spin, swiping its drill in a 20ft radius around it. Any creatures within this zone on the behemoth's next turn must make a DC 16 Dexterity saving throw, taking 8d6 Bludgeoning damage on a failed save, or half as much on a success. Creatures made of inorganic material such as stone take double damage.
Rock Break. As an action, the behemoth slams its drills into the ground, creating an area of Difficult terrain in a line that is 20ft wide by 30ft long. This effect lasts until the end of the behemoth's next turn.
Legendary Actions
The behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The behemoth regains spent legendary actions at the start of its turn.
Detect. The behemoth makes a Perception check.
Move. The behemoth moves up to its speed. The behemoth cannot use this ability if it used its Drill Slam or Drill Swipe action on its last turn.