Tricephalic Wardancer - AI-generated fantasy Monster

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.

LargeConstruct(Cyborg)CR DeadlyLawful Neutral

Tricephalic Wardancer

three-headedconstructtechnologicalpsionicnanite
HP172AC18SPD30 ft., Climb 20 ft.CR10PerceptionInvestigationIntimidation
STR
20
save
DEX
14
save
CON
20
save
INT
12
save
WIS
16
save
CHA
12
save
Tripartite Systems. The wardancer has three independent head units. Each head has 30 hit points and AC 15. Attacks that target a specific head instead of the body must be declared before the attack roll. The body has its own hit points and AC, shown in Derived Stats.
Concentrated Power. If two heads are disabled the remaining head deals an extra 7 () damage on its attacks and has advantage on attack rolls as systems concentrate power.
Corrosive Nanites. The wardancer constantly exudes a microscopic cloud of diagnostic nanites. Creatures that end their turn within 5 feet of the wardancer take 3 () acid damage as nanites abrade armor and flesh.
Final Discharge. When the wardancer falls to 0 hit points its core attempts a final data purge. All creatures within 15 feet must succeed on a Dexterity saving throw or take 18 () lightning damage as capacitors discharge.
Multiattack. The tricephalic cyborg makes three attacks: one with its Cybernetic Claw and two head attacks (choose any two head attacks).
Cybernetic Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 18 () slashing damage plus 7 () lightning damage.
Pulse Cannon (Ranged Head). Ranged Weapon Attack: to hit, range 120/360 ft., one target. Hit: 21 () radiant energy damage. Counts as a technological attack that can target constructs and creatures normally immune to nonmagical attacks.
Neural Stun Ray (Psionic Head). Melee or Ranged Attack: to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 () bludgeoning damage. On a hit the target must succeed on a Wisdom saving throw or be stunned until the end of its next turn. A creature that succeeds is immune to this head's Stun Ray for 24 hours.
Nanite Volley (Central Head). The cyborg exhales a 30-foot cone of searing nanites. Each creature in that area must make a Dexterity saving throw, taking 36 () acid damage and 14 () fire damage on a failed save, or half as much damage on a successful one. Objects and armor might be corroded at the DM's discretion.
Protective Override. When a creature within 30 feet attacks an ally other than the cyborg, the wardancer can fire its Pulse Cannon at the attacker with advantage.
Rapid Response (Costs 2 Actions). The cyborg makes one Pulse Cannon attack or recharges a used head ability (counts as Ready) and fires on its next turn.
Reactive Stun. The cyborg rotates a head and makes a Neural Stun Ray attack against a different target within range.
2nd level
Detect Surface ThoughtsDivination The wardancer can attempt to read the surface thoughts of one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or have surface thoughts revealed. Usable twice per day.
4th level
Suppressive FieldAbjuration Once per long rest the wardancer can project a 15-foot-radius field centered on itself that suppresses magic and technological effects. Creatures within the field must succeed on a DC 16 Constitution saving throw or be unable to concentrate on spells or maintain active technological buffs for 1 minute.
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