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14

The Chimera Triarch

Final EncounterDeadlyChimeric Menagerie (W07)Alt resolution: none
Illustration: Final Encounter 14 — The Chimera Triarch
Establishing view
Illustration: Final Encounter 14 — The Chimera Triarch
In action

The yard is open to a shaft of red light and stinks of scorched fat. A pit of coals twenty feet across burns low in the middle of it, and above the coals, on chains, four iron cages sway with something alive in two of them.

On the far side, lying in the warm ash with its belly to the fire, is a thing with three heads. The lion's is asleep. The goat's is chewing. The serpent's is watching you, and it says — in Knossian Greek, in a voice like a kettle — "The middle one. Kill the middle one first."

The goat head stops chewing and turns to look at the serpent with what can only be described as betrayal.

DM summary. A three-headed hybrid that argues with itself out loud, in a burning yard full of things it keeps in cages. No talking your way out of this one: the Triarch is a fight, and the whole product is in the terrain and the three heads' opinions.

The Boon

The Keeper's ClapperOptional item

Three claps the goat head cannot ignore, and whoever swings it is the thing it comes for

What it is. Two tongues of thin bronze on a wooden block on a leather loop: a stockman's feeding-clapper, swung one-handed to bring a herd to the trough. The Keeper's Clapper is cracked at the shoulder, green with age, and makes a flat ugly noise that carries the length of the yard. Everything ever fed in this room learned that noise first.

Where it comes from. Early: the second thing on any loot roll in a room with tack or cages in it — the chimera yard (R016), the broken cages (R049) — or a drover at a rest point who trades it for a meal and calls it a feed-clapper, which is true and sounds like nothing. Late: it hangs here on the west rail with the meat hooks, black with soot. Never announce it: it is a farm tool, and somebody will take it because it is bronze.

What it does here. Three claps, and no more. Sounding it is an action and everyone sees who did it; the goat head answers, no save, the first two times. On the Triarch's next turn it must spend half its movement coming at the bearer by the shortest line. The serpent is not steered and picks its own target, but it is riding a body the goat is dragging, so a cone thrown that round is thrown from ground the party chose rather than ground it chose. Across the coal pit the goat takes 11 (2d10) getting there, and the 20-ft straight run that adds 11 (2d10) to its ram is a run the party chose. The third clap works and the serpent head has already named the trick aloud, so the Triarch spends its whole next turn on whoever swung it.

What it doesn't do. It charms nothing, damages nothing, does not steer the lion or the serpent, and is not a Turned Against Itself attempt. From Phase 3 — 40 hit points, one voice — it does nothing at all. A party who never finds it fights exactly the encounter written here.

Card and numbers or jump to the card ↓

Arena

Battle-map thumbnail: The Fire Floes

Battle map: The Fire Floes — pages 49 & 50, 110 × 75 ft

The fire floes are the sacrifice yard: pick the big central flow as the 20-ft coal pit and read the rest of the black rock as scorched ground. Chalk the bone ramp rising along the north wall, the four hanging cages 20 ft over the pit, and the cleat rail they run to.

Roster & Budget

One boss with three action-economies, and two more things in the cages that it will let out when it stops enjoying itself.

Count Creature XP each
1The Chimera Triarch (boss)10,000
2Cage-Broken Hybrid1,800

Opening: the Triarch alone, 10,000 base ×1 = 10,000 adjusted, which is 69% of the APL 9 Deadly budget of 14,400. Do not let that number fool you. Three heads is three attacks and three save-or-suffers a round from one initiative count, and the coal pit does the rest.

Peak, from Phase 2: base 13,600, ×2 for three bodies = 27,200 adjusted, nearly double budget — but the Triarch is at half hit points when the cages open and the hybrids attack whatever is closest, including it. The practical curve is a hard fight, a spike, and a collapse.

Phases / Clock

Phase Trigger What visibly changes
1 — The ArgumentStartAll three heads act. They talk the entire time and they disagree about tactics. Every round, one head does the thing another head just said not to
2 — Cages OpenThe Triarch drops to half HP (115), or any head is severedThe goat head rears and knocks the cage-pins. Two Cage-Broken Hybrids drop screaming into the ash and attack whatever is nearest. The Triarch stops talking. Its breath weapon recharges immediately
3 — One VoiceTwo heads severed, or 40 HP remainingWhatever is left of it stops fighting cleverly and simply charges the largest group, through the coals if necessary, and does not stop

Round one. The serpent head keeps giving orders. Read them out: "The one in the metal. Take the one in the metal first." The lion head does something else entirely. On the first round the Triarch takes only one action rather than its Multiattack, because the heads are still arguing about which — a free round the party will not notice they were given, and which you should never mention.

Combat Resolution

There is no alternate resolution here. It is a fight, it is meant to be, and the design work is in giving the fight a shape.

If somebody in the party is carrying the Keeper's Clapper, run this as a steering problem rather than a damage race. Three claps is three rounds in which the party decides where the goat head goes and where the cone lands, and three rounds in which one character is standing somewhere visible making a noise on purpose. It is worth roughly one shove into the coals and one breath that misses the party, and it costs the bearer the Triarch's whole attention on the third.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Triarch at −25% HP (173), no fire breath, and heads sever at 45 damage. No cages open; the hybrids are already dead in them. All DCs −2
9As written
12Triarch at +25% HP (289) and a third legendary action. Add one Bronze-Barbed Manticore on the shaft lip, dropping tail spikes and hating the Triarch more than it hates the party — it will take shots at both. Heads sever at 75 damage. DCs +1
15Triarch at +50% HP (347), a lair action on initiative 20 (the coal pit spits — a random 10-ft square within 20 ft of the pit erupts, DC 17 Dexterity save for 22 (4d10) fire), and a second phase: at 40 HP the severed heads' stumps grow smaller replacements over two rounds, each with the same breath weapon at half damage. Four hybrids. DCs +3

Exit to the Resolution

AObviousThe beast-gate in the east wall, a portcullis long since rusted up in its raised position, wide enough for the thing that lives here. No check.Rider: you leave through the gate the Triarch uses, and you smell like its yard. Anything in the Resolution that hunts by scent treats the party as having no cover for the first minute.
BHiddenThe blood drain in the south-west corner, under the ash. Investigation DC 14, automatic for anyone who was shoved down there.Rider: a 30-ft crawl in the dark on your elbows. You arrive filthy and unseen, and every PC who takes it must leave behind one bulky item — a shield, a pack, a bedroll. Say which.
DM Notes

Boon Card

◈

The Keeper's Clapper

Wondrous item, uncommon · a stockman's bronze feeding-clapper on a leather loop · optional, and never on the loot table

AC 13, 5 hit points, and it can be thrown 20 ft to a friendlier pair of hands | Uses three claps, then it is done | Weight 2 lb

Appearance: two green bronze tongues on a soot-black block, the shoulder split, the leather loop sweated dark by somebody who wore it every day for years

Three Claps and No More. It sounds three times, and that is all it will ever do — the fourth swing splits the shoulder through and the clapper is scrap for good. Say the number remaining out loud after each one.

Somebody Has to Be Seen. The sound tells the room where the bearer is. Until the end of the bearer's next turn it gains no benefit from cover, invisibility, or obscurement against anything that answered the clap.

The Serpent Works It Out. After the second clap the serpent head names the clapper aloud and tells the others what it is. The third clap still works, and then the Triarch spends its entire following turn — movement, Multiattack, and legendary actions — on the bearer, and reaches it if it can.

Only the Animal Part Listens. It has no effect on a creature that has never been fed here, on anything with no ears, on the lion or serpent heads, or on the Triarch from Phase 3 — One Voice onward, whichever way that phase was reached. It deals no damage, opens no cage, and is not a Turned Against Itself attempt.

Call Them In. The bearer sounds the clapper. Any creature with an animal's head that was fed in this yard — the Triarch's goat head, and the Cage-Broken Hybrids — must answer on its next turn: it spends at least half its movement approaching the bearer by the shortest available line. No saving throw for the first two claps. The serpent head chooses its own targets throughout, but it is carried by the body the goat is hauling, so the party dictates where a cone is thrown from and not who it is thrown at.

Rattle It. Without spending a clap, the bearer may shake the block for a dry click that carries 10 ft: one Beast or Monstrosity of CR 2 or lower that can hear it looks at the bearer instead of at whatever it was looking at, until the end of that creature's next turn.

Creature Cards

The Triarch is unique to this chamber. What it keeps in the cages belongs to the Chimeric Menagerie (W07) and recurs across the deck, so those numbers live in the bestiary.

Shared across rooms, so the full cards live in the bestiary: Cage-Broken Hybrid. Every mention above opens the numbers here on this page.

☠

The Chimera Triarch

Large monstrosity, chaotic evil · CR 13 (10,000 XP)

AC 17 (scarred hide) | HP 231 (22d10 + 110) | Speed 40 ft., fly 50 ft.

22 (+6)STR
12 (+1)DEX
20 (+5)CON
8 (−1)INT
16 (+3)WIS
12 (+1)CHA

Saves Con +10, Wis +8 · Details Perception +8 · Resistant to fire · Darkvision 60 ft.

Three Heads, Three Opinions. The lion, the goat, and the serpent each speak, argue, and act. The Triarch cannot be surprised, has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious, and it says out loud what it intends to do about half the time.

Sever a Head. Each head can be targeted separately at AC 17. Sixty damage dealt to one head severs it; that damage also counts against the Triarch's hit points. A severed head loses its attack and its breath weapon, and the remaining heads gain +2 to hit for the rest of the encounter.

Turned Against Itself. A creature can use its action to set the heads at odds with a DC 18 Deception or Persuasion check, or a DC 16 Intimidation check aimed at the goat head. On a success the heads bite one another for 11 (2d10) damage and the Triarch takes a single attack in place of its Multiattack on its next turn. This can succeed only twice per encounter.

Eats What It Kills. When it reduces a creature to 0 hit points, it stops and feeds for one round, taking no other action. It cannot be reasoned with during that round and it does not defend itself well.

Legendary Bearing. It takes two legendary actions per round, spent at the end of another creature's turn, and regains them at the start of its own.

Multiattack. One bite from the lion head, one ram from the goat head, and one bite from the serpent head, or it replaces the serpent's bite with Furnace Breath when available.

Lion Bite. Melee, +11 to hit, reach 5 ft, one target. Hit: 19 (3d8 + 6) piercing damage, and the target is shoved 10 ft in a direction of the Triarch's choice if it is Large or smaller.

Goat Ram. Melee, +11 to hit, reach 5 ft, one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target makes a DC 17 Strength saving throw or is knocked prone. If the goat head moved at least 20 ft in a straight line first, add 11 (2d10).

Serpent Bite. Melee, +11 to hit, reach 10 ft, one target. Hit: 15 (2d8 + 6) piercing damage plus 10 (3d6) poison damage, and the target makes a DC 17 Constitution saving throw or is poisoned until the end of its next turn.

Furnace Breath (recharge 5–6). The serpent head breathes fire in a 30-ft cone. Each creature in the area makes a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failure or half as much on a success. Coals thrown from the pit set the ash alight in a 10-ft square of the Triarch's choosing until the end of its next turn.

Contradiction. When a creature within 10 ft moves away from the Triarch, one head that has not attacked this round makes an attack against it.

Herd Them. The lion head shoves one creature within 10 ft 10 ft in a straight line. If this pushes it into the coal pit, it takes 11 (2d10) fire damage.

Open a Cage. The goat head strikes a cage cleat. One hanging cage drops; anything in it lands in the ash and acts on the next initiative count.

Coil and Spit. Costs 2 actions. The serpent head makes one bite against a creature within 10 ft with advantage, and the Triarch moves up to half its speed without provoking opportunity attacks.

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