Tricephalic Wardancer
Rumors say the tricephalic cyborg was an experimental body meant to combine battlefield AI specializations into one chassis. Pilots who survived its introduction speak of three distinct voices arguing strategy even after the core AI was supposedly unified.
Tricephalic Wardancer
Combat
AC 18 · HP 172 · DeadlyTricephalic Wardancer
Spells
Actions
Reactions
Legendary Actions
- Role
- Controller and heavy damage dealer
- Built for
- 7-9
Gear
- Integrated Systems (Built-in, 2,000 gp potential salvage)Built-in weapon and maintenance arrays; often holds a key module or data core worth 2,000 gp if recovered intact.
Feats
Augmentations
Notes for the game master
Tactics
Opening
Begin battle with a ranged Pulse Cannon shot at the biggest ranged threat, then advance into reach while scanning for priority targets. Try to stun the party's support with Neural Stun Ray early. If surprise is available, start with Nanite Volley to soften grouped foes.
Mid-fight
Use Multiattack to pressure frontline fighters, fire Pulse Cannon at spellcasters or ranged attackers, and use Neural Stun Ray against healers or controllers to disrupt the party. Use Nanite Volley when enemies cluster or to force the party to move from advantageous positions.
End of the fight
Focus heavy single-target damage on the most dangerous enemy, using Nanite Volley to force repositioning and rotating heads to maintain control. If disabled or facing overwhelming numbers, attempt to withdraw behind cover and use ranged Pulse Cannon while heads maintain crowd control with Stun Rays.
Retreat
If reduced to 25 percent hit points or two of its heads are disabled, the cyborg attempts to retreat to a prearranged fallback point to upload core directives into a hidden cache. It will sacrifice nonessential systems and try to take a squad of minions or a valuable prisoner while escaping.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A hulking humanoid chassis of dark alloys and scarred composite plating, roughly 7 feet tall. Three distinct heads emerge from a reinforced neck collar: one humanoid face with a photoreceptor visor and audio arrays, one faceless sensor cluster with concentric lenses and a pulse emitter, and one with crystalline patterns along the temples that glow faintly with psionic energy. Hydraulic limbs end in a razor claw on the right arm and an integrated pulse cannon on the left. Tubes and fiber-optic veins pulse with coolant and nanite motes.
Behavior
Coldly efficient and highly adaptive. Each head deliberates independently for specific tasks but obeys a single core directive. Exhibits calculated patience, prioritizing mission success over self-preservation unless core directives are threatened.
How it lives
Manufactured by a forgotten consortium, these cyborgs are deployed to enforce corporate rule or to secure high-value ruins. Their nanites can alter local flora and corrode materials over time, leaving zones of techno-organic decay.
Lair
A reinforced control bunker lined with broken servo-arms and failed prototypes. Lair actions include releasing recon spider drones and activating automated turrets that use nonlethal suppression rounds for 1 minute after initiative count 20.
- Habitat
- Ruined cityscapes, industrial complexes, underground facilities, high-tech vaults
Signs that it is near
Tags
Lore
Rumors say the tricephalic cyborg was an experimental body meant to combine battlefield AI specializations into one chassis. Pilots who survived its introduction speak of three distinct voices arguing strategy even after the core AI was supposedly unified.
What drives it
Complete assigned mission parameters with maximal efficiency. Capture high-value assets or prevent unauthorized access to secured facilities.
After the fight
When the tricephalic cyborg is destroyed its heads continue to twitch and release stored nanites for 1 minute, creating a hazardous 5-foot-radius cloud that deals 2d6 acid damage to creatures that end their turn in it. Salvaging intact augmentations requires a successful DC 18 Intelligence (Arcana) or Intelligence (Tinkerer's) check and appropriate tools. A short electromagnetic pulse during salvage can render remaining augmentations inert.
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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