Efficient Borer. The drillerfish's drill attack has advantage against unattended objects and structures.
Improved Critical. The drillerfish's drill attack scores a critical hit on a roll of 19 or 20.
Siege Monster. The drillerfish deals double damage to objects and structures.
Unusual Nature. The drillerfish doesn’t need to breathe and does not require food, drink, or sleep.
Drill. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 2) piercing damage.
Concussive Blast (Recharge 6). As a bonus action, the drillerfish emits a destructive pulse into a target it has damaged with its drill attack this turn. Each creature within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. The target has disadvantage on this saving throw.
Unattended objects and structures in the effect's area take the full damage.
Description
A clockwork drillerfish is a whimsical, toy-like construct that resembles a swordfish or a narwhal, except in place of a bill or tusk, it possesses a rapidly-spinning drill bit on its snout. Activated by a wind-up key on its side, the drillerfish follows simple commands to penetrate or destroy particular structures or objects.
Behind its vicious-looking drill bit, each drillerfish is equipped with a concussive charge generator that deals a devastating blast into whatever it has penetrated with its drill. These blasts can quickly reduce structures to ruin, but the drillerfish's capacity to use this technique is limited by the damage it inflicts on itself in the effort.
Drillerfish possess just enough mechanized intelligence to coordinate in groups to demolish a larger structure by spreading out and simultaneously attacking its weak points. They readily turn their tools of destruction against any creatures that try to keep them from completing their demolition assignment.
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