Ranged attack338 damageevery 1 s
Ranged attack: up to 30 tiles away.
It puts these on the ground:
Whirlwind projectile270 damage
Homing triangle projectile676 damage
Orbs
Orbs circle him and act as a shield worth thirty percent of his health, and if you break them all they come back half a second later unless he is stunned.
It puts these on the ground:
Spawn beamsevery 3 s
Three attacks out of every four he calls up beams in one of four shapes, a spinning ring that closes in with one gap, two walls that sweep in with a two tile gap, three groups of three lances a second apart that pull back then lunge, or one very fast lance for each player.
It puts these on the ground:
Spawn voidevery 30 s
From half health onward, once every thirty seconds he floods the arena with void that drains health, leaving three safe circles eight to twelve tiles out that shrink from ten tiles across down to two.
It puts these on the ground:
Whirlwind projectileevery 20 s
From three quarters health onward, every twenty seconds he winds up for just over a second and then sprays fifteen shots outward in a slow turning spiral over three seconds.
It puts these on the ground:
Homing projectile
Every fourth attack he fires one tracking shot a second for three seconds, each one picking a fresh target up to thirty tiles away and following it through walls.
It puts these on the ground:
Second phaseat 50% health
First
Above three quarters of his health he only uses beams and tracking shots, and his orbs turn at their slowest.
Secondat 75% health
At three quarters health his spiral volley unlocks, his beams travel half again as fast and his orbs spin faster.
Thirdat 50% health
At half health he starts flooding the arena with void, and his orbs spin faster again.
Fourthat 25% health
Below a quarter of his health his orbs spin at their fastest.
Unleashed Core Commander
At a share of his health set in the prefab data he changes form, clearing everything near him while the change plays out and switching the music.
The first roll always gives one of these. The percentage is its chance to be the one.
Columns: amount, chance per roll, chance to get it at least once in 6 rolls.
Rolls are for one player in a normal world. The game multiplies the 7 drops by 1 plus 50% for each extra player, and by 1.5 in Hard mode, then rounds.
Its own page carries the same numbers next to every other creature in the cave.