TW

Tricephalic Wardancer

LargeConstructCRDeadly
A war-engine cyborg with three specialized heads that combine ranged firepower, psionic control, and chemical warfare via nanites to dominate the battlefield.

Ability Scores

STR20+5
DEX14+2
CON20+5
INT12+1
WIS16+3
CHA12+1

Combat Statistics

Armor Class
18 (Reinforced plating)
Hit Points
172 (15d12 + 75)
Challenge
10
Proficiency Bonus
+4

Saving Throws

Strength+8
Dexterity+5
Constitution+9
Intelligence+3
Wisdom+6
Charisma+1

Skills

Perception+10
Investigation+7
Intimidation+5
Type
Construct
Size
Large
Role
Controller and heavy damage dealer
Alignment
Lawful Neutral

Combat Info

Threat Level
Deadly
Party Level
7-9
Movement
30 ft., Climb 20 ft.
Senses
darkvision 120 ft., tremorsense 10 ft., passive Perception 20
Languages
Common, Binary, understands but does not speak telepathic commands
Rarity
Unique

Defenses

Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
poisoned condition, disease
Weaknesses
Vulnerable to lightning damage (EMP Vulnerability), Certain wards or anti-technology fields can disable its Suppressive Field
Tags
three-headed
construct
technological
psionic
nanite
Traits
Tripartite Systems(Passive)

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(Passive)

If two heads are disabled the remaining head deals an extra 7 (2d6) damage on its attacks and has advantage on attack rolls as systems concentrate power.

Corrosive Nanites(Aura)

The wardancer constantly exudes a microscopic cloud of diagnostic nanites. Creatures that end their turn within 5 feet of the wardancer take 3 (1d6) acid damage as nanites abrade armor and flesh.

Final Discharge(Triggered)

When the wardancer falls to 0 hit points its core attempts a final data purge. All creatures within 15 feet must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) lightning damage as capacitors discharge.

Actions
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: +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) slashing damage plus 7 (2d6) lightning damage.

Pulse Cannon (Ranged Head)

Ranged Weapon Attack: +7 to hit, range 120/360 ft., one target. Hit: 21 (4d8 + 3) 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: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. On a hit the target must succeed on a DC 16 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 DC 16 Dexterity saving throw, taking 36 (8d8) acid damage and 14 (4d6) 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.

Reactions
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.

Legendary Actions
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.

Spells

Detect Surface ThoughtsLevel 2(Divination)

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.

Suppressive FieldLevel 4(Abjuration)

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.

Gear & Equipment

Integrated Systems
Built-in2,000 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
Improvised Targeting
Quick Recalibration
Augmentations
Integrated Pulse Cannon
Nanite Reservoir and Delivery Matrix
Psionic Resonance Array
Reinforced Carbon-Titanium Skeleton
Self-Sealing Armor Plating
Sensory Lens Cluster with Thermal and Magical Filters

Statblock Notes

  • The wardancer presents three distinct head units. Disabling a head requires reducing it to 0 hit points separately from the main body; each head has 30 hit points and its own AC 15. Damage to the body does not automatically destroy the heads
  • If two heads are disabled the remaining head operates at +2 to attack rolls and deals an extra 7 (2d6) damage as it pushes core power to that system
  • EMP Vulnerability: the wardancer has vulnerability to lightning damage. If it takes lightning damage, its recharging head abilities require a DC 15 Intelligence saving throw or are unusable for 1d4 rounds