Power Core: The core is in the lower torso, protected by an energy shield. The core has 80 hp. If destroyed, the Construct takes 500 damage and gets -2 armor class.
Power Shield: The shield protects the core, blocking all damage. The shield is impervious to all types of damage except physical explosions, such as its own. The shield will respawn at the beginning of its turn. 3 explosions will break the shield.
Pilotable: The Driller can be controlled by a pilot if they can enter the interior.
Ice Saw: The driller moves its saw to the middle of the field and spins it, sending ice chunks nearby. Ranged attack. causes con saving throw at 16, range 5 - 30 ft. On fail take 5d8 ice damage, if within 5 ft., take 6d10 slashing damage. multitarget 5.
FlameThrower: Large flames fire from its claw hand in a large cone area. Ranged attack. +12 to hit. range 60 cone from claw hand. 7d8 fire damage. hits all in range.
Bomb Launch: The driller launches 2-6 bombs onto the field (roll d6 for how many). These bombs will explode in a 10 feet radius on the drillers next turn. The bombs are interactible.
Boulders: The driller slams its claw arm onto the field causing rocks and stones to fall. Everyone one the field must make a dex saving throw at 14. On fail, take 6d8, bludgening damage.
Guard: The Driller places its saw in front of the core blocking all damage directed at the core until its next turn. 1-2 turn cooldown.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The X01 Driller H.S.F is a gargantuan mech used for mining and extracting minerals from caves. With a saw arm to dig through hard stone, a claw equipped with a flamethrower for heat, and bombs to blast throw anything too hard for the saw. The Driller is very dangerous in combat too. typically fought on a platform at its waist for better fights.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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