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Version 1.

0
 Last update of this
document on: 31/0
5/21.
Designed by Daniele Vecchio (/u/irondany90 or Special thanks to
dvlab.dev@gmail.com). Zach H., Full Met my Patrons Joseph T.E.,
Photoshop by Daniele Vecchio. Brett H., vS1Ds_Ltle, Kirk H., Jan S., Cali,
Writing: the dedicated people of Horizon Zero Dawn Quinn M., Matt S egacy, Nathan G., Jared M
Wikia and myself. Connor M.P. and ., PearWithMe, Vivian J., .,
Aaron, Ste my top tier Darion
N
Guerrilla Games for the awesome original videogame.
GMBinder for the web tool. OFFICIAL pfohrenthGei., Jacob and LEGEND., 99
appreciate suppo r im portant and really
rt.
Art credits: Thank you ys. W
All art owned by Guerrilla Games and its artists. would not bgu ith
e so great!out you, all of this
Cover Image: wallpapersguide.com
Banuk artworks: Luc de Haan
Nora, Carja and Oseram tribes artworks: the amazing
Karakter design studio
Weapons, all machines' renders and NPCs: Horizon Zero
Dawn Wikia
Page 22: PlayStation Europe
Page 23: Gamerguides.com
Page 24: towerofnix and USgamer.net
Pages 25, 26: Horizon Zero Dawn Wikia
Page 27: Lloyd Allan
Page 28: Erik van Helvoirt
Pages 31, 36, 37, 39, 48, 50, 53, 58, 60, 62: Seekers
Sanctuary
Pages 33, 34: Nazz Abdoel
Page 42: Carbonfire
Pages 43, 44: Xelku9
Pages 45, 46: Tom Delboo
Page 51: PlayStation Blog
Page 54: gameranx.com
Page 57: Maria Leasher

If you like this work and you want to support me,


buy me a beer and join the community on Patreon!
Direct link: https://www.patreon.com/irondany.

CREDITS
2

     .......................4      .............................................65
Nora NPCs ...................................................................................65
   ........................................................................... 5 Teersa, High Matriarch ..........................................................65
Banuk .............................................................................................. 5 Carja NPCs ..................................................................................66
Background: Shaman Adept ...................................................6 Nil ...............................................................................................66
Druid: Circle of the Cut ............................................................ 7 Banuk NPCs ................................................................................67
Banuk Spells .............................................................................. 8 Aratak ........................................................................................ 67
Carja ................................................................................................ 9 Oseram NPCs ............................................................................. 68
Background: Member of the Lodge .................................... 10 Erend, Vanguardsman ............................................................65
Rogue: Cauldron Seeker ....................................................... 10
Cleric: Sun Domain ................................................................11
Nora ...............................................................................................12
Background: Brave ................................................................. 12
Barbarian: Path of the Mother ............................................. 13
Ranger: Machine Stalker .......................................................13
Oseram ......................................................................................... 15
Variant Class: Oseram Paladin ............................................ 15
Background: Ingenious Crafter ............................................16
Paladin: Oath of the Metal World ........................................ 16
Oseram Spells ......................................................................... 17
   ............................................................... 18
Weapons .......................................................................................18
Heavy Weapons ...........................................................................19
Recipes ......................................................................................... 20
    ........................................... 22
Battle .............................................................................................22
Corruption ....................................................................................23
Daemonic Status ........................................................................24
Override ........................................................................................25
    .................................26
Cauldrons .....................................................................................26
Cauldron Sigma ..........................................................................27
    ...................................29
Monster Lists .............................................................................. 29
Broadhead ....................................................................................30
Charger .........................................................................................31
Corruptor ..................................................................................... 32
Deathbringer ............................................................................... 34
Fireclaw ........................................................................................36
Frostclaw ......................................................................................39
Glinthawk .....................................................................................41
Grazer ........................................................................................... 43
Lancehorn ....................................................................................44
Longleg .........................................................................................45
Ravager .........................................................................................47
Rockbreaker ................................................................................ 48
Sawtooth ...................................................................................... 50
Scorcher .......................................................................................51
Scrapper .......................................................................................53
Snapmaw ..................................................................................... 54
Stalker .......................................................................................... 56
Stormbird .....................................................................................57
Strider ...........................................................................................59
Thunderjaw ..................................................................................60
Trampler .......................................................................................62
Watcher ........................................................................................ 64

CONTENTS
3
    

T
his compendium wants to assist and introduce Zero Dawn was the development of an advanced
DMs and players to the wonderful setting intelligence known as GAIA that would crack the machine
rigged up by Guerrilla Games. Here you will swarm encryption codes, deactivate them, and then re-seed
find new rules and contents for recreate the the Earth with plant, animal, and human life. GAIA was aided
peculiar traits of the game, such as the by 9 subroutines, one of which was HADES, a subroutine
machines' components or override, but also that was designed to take control of the terraforming and
character options for classes, tribe traits and start it over again if it was unsatisfactory.
equipment totally inspired by the game. The swarm eventually devoured all biomass on Earth, but
GAIA managed to succeed in cracking the encryption codes
    and shut down the Faro machines, then created many
different machines modeled off of former animal life to purify
Chapter 1 of this book presents Tribes that you will deal with the Earth's toxic atmosphere and biosphere. Hundreds of
in this setting. These have different culture and traditions years later, humans were released from the cradles they were
that lead to peculiar traits, backgrounds and even sub-classes created in and began forming primitive tribal societies, not
for characters. knowing of the "old ones" who came before them. The
Chapter 2 contains information about currency, items machines they encountered were docile and generally
looted by machines, weapons and recipes to craft powerful harmless for many generations. However at one point, an
ammunitions. unknown signal caused HADES to go rogue and begin his
Chapter 3 is for both DMs and players, with a section extinction protocol. HADES attempted to take control of
dedicated to additional rules for battle, corruption, daemonic GAIA completely, but GAIA self-destructed before he could
status and override. do so. The destruction of GAIA led to an event known as the
Chapter 4 gives you hints to design adventures in this "derangement," leading the HEPHAESTUS subroutine to
setting and guidelines to create Cauldrons. assume total control of the Cauldron manufacturing facilities,
Chapter 5 show a complete bestiary full of machines. causing machines becoming increasingly aggressive towards
Chapter 6 deals with NPCs and factions from the original humans, and the creation of new, more deadly combat
videogame. machines.
Machines in the present day are often hunted for their
 parts and to cull them before they can threaten local
populations. They can usually be found in large groups,
Horizon Zero Dawn takes place a thousand years into the although some operate in smaller packs. Machines will either
future, in a post-apocalyptic world where colossal machines run away from or attack humans that they come across, and
dominate the land. Over time, human civilization has will completely ignore wildlife. They will never attack each
regressed to tribal societies of hunters and gatherers who other unless overridden by Aloy or corrupted by the Eclipse
survive in immense forests, imposing mountain ranges, and and their machines.
the atmospheric ruins of their ancestors – all while the
machines become increasingly powerful.
The first machines were created by Faro Automated
Solutions as domestic servants, the Focus, and @lfred.
However, Faro soon began developing machines built for
combat, two of which were the Scarab and Khopesh, heavily-
armed robots that could supplant entire armies, hijack other
robots, convert biomass into fuel, and replicate themselves,
allowing them to operate indefinitely.
However, a "glitch" in the Faro machines caused them to
ignore commands and begin attacking humans without
authorization. The machines replicated faster than they could
be destroyed, and began operating as a swarm. Soon, a full-
fledged war between humanity and robots began, costing
millions of lives and immense destruction. Despite
humanity's best efforts, the swarm could not be contained
and they devoured biomass wherever they went, eliminating
entire cities and ecosystems.
Ted Faro, the CEO of Faro Industries, met with a former
employee named Elisabet Sobeck in hopes of containing the
swarm, but Elisabet found that there was no way of stopping
the machines from destroying all life on Earth. However, she
proposed a project named Zero Dawn to Ted, stating that it
was the only way of ensuring that life on Earth could
continue after the machines killed everything.
WELCOME TO HORIZON ZERO DAWN
4
  

I
n this chapter are exposed several classes that you Author's N
can choose for your character in a Horizon-Zero- Every class in tho te
Dawn-inspired adventure. These contents are is
characters, but fu document is designed for
designed to reflect the original flavour that you feel in to other races, ch rther releases will enlarge thhuman
game, but with some changes due to the inevitable aracter options an
porting to a rpg like D&D. d variant cleascosems,patibility
too.

Following the events of the Faro Plague, the human
population was decimated. This resulted in the loss of their 
technological advancement and knowledge, as well as the
regression of their civilization. In order to adapt to the The Banuk are a human tribe in Horizon Zero Dawn. The
natural world once again, human societies reshaped Banuk are a nomadic tribe, native to the mountains north of
themselves into small groups of people, hoping to survive in a the Sacred Lands. Made up of fearless hunters and
world ruled by the now-dominant machines. mysterious shamans, they are constantly trying to prove their
These new tribes adopted a way of life similar to their worth against increasingly stacked odds, and favor this over
ancient ancestors, hunting and gathering food and materials. engaging with other tribes.
Eventually, tribes grew larger, some even turning their
villages into towns and small cities, and developed an 
economy based on resources obtained from machines. The Banuk are a nomadic tribe and their simple shelters are
While some tribes are small and humble, others are bigger, similar to tipis, made of long wooden poles and covered with
wealthier, and better organized. The Nora are known as the painted canvas. Banuk settlements include little more than
first machine hunters. tents and fire pits.
 
Compared to the technological and societal advancement of The Banuk's simplistic lifestyle is not due to lack of
the Old Ones, the tribes of the 31st century are far less intellectual capacity, but because of their views that always
advanced, resembling ancient indigenous cultures. Although deem any hardship as a challenge of one's ability. As a result,
lacking in the technology developed by their predecessors, they prefer to improve the ways they know instead of devising
the tribes have evolved into unique societies, each with their new ones. When Aram explained the concept of long term
own customs, laws, religions, and hierarchies. solutions that the Carja are accustomed to, the Banuk he was
A few tribes have assumed a sophisticated reputation. The traveling with were disdainful of the idea.
Carja developed construction technology that allowed them Tribespeople live in small, mobile groups of hunters called
to build permanent human settlements (such as their capital weraks. Each is led by a dominant chieftain along with the
city, Meridian) and construct working cranes and elevators. counsel of a shaman. Chieftains may be challenged for
Agriculture is a major part of their lifestyle, as is trading and control of their werak, initiated by throwing one's spear at the
mining. The leader of the Carja is a monarch called the Sun- chieftain's feet. Such challenges involve a head-to-head
King, and they worship the sun as a sort of divine entity. From competition in which the chieftain and the challenger race to
an economic and militaristic standpoint as well, they are kill specified machines, marking their completion by
considered the most advanced of the featured tribes. Also launching a balloon. As an added level of difficulty, the
considered an advanced tribe are the Oseram, who are challenger must launch every balloon first or be eliminated.
known for their craftsmanship and metalwork; they have Placement in a werak is earned through completion of a trial
invented powerful weapons resembling guns and cannons. which must be faced alone. Passage of this trial grants one a
Other tribes remain hunter-gatherer societies, foraging and place in the werak. Despite living in groups, the Banuk are
hunting for food and resources. The Nora tribe is a prime highly individualistic and value independence. Each member
example, and their technology is developed solely for the of the group must prove that they possess the will to survive
purpose of hunting. They are a reclusive society, with tribe alone.
members rarely leaving Nora territory. Their leaders, the
Matriarchs, are responsible for governing the tribe; they are 
also religious leaders and guide the tribe in the worship of a The Banuk are notable for their use of colorful dyes for
goddess they call All-Mother. The Banuk are another decoration. They use these pigments for dying their clothing
reclusive, hunter-gatherer tribe who rarely venture outside and objects, and for painting. Their geometric designs can be
their territory despite being a nomadic society. observed on the canvas used for shelter, and on
Relations between tribes can range from friendly to hostile: mountainsides. The designs appear to have spiritual purpose,
the Carja infamously waged war with the Nora and Oseram. for either protection or another meaning. The paintings in
Later on, the Carja and Oseram became closely allied. Other Ban-Ur have existed for generations, being continually
tribes prefer an isolationist policy, though trade may still repainted; to edit or paint over them is considered sacrilege.
occur.
CHAPTER 1: TRIBES
5
Banuk society is lead by shamans who often participate in
"medicine hunts" and claim to be able to sense the presence   
of nearby machines. These shamans occasionally have Here is a list of sub-classes that Banuk tend to choose as a
machine parts sewn directly into their skin. Shamans are direct derivation of their culture, though exeptions exist.
typically responsible for stripping parts from machines
brought down by hunters, thanking the machine spirits
before doing so. The most renowned shamans form a group   
known as The Conclave which meets yearly in a sacred Shamans are tribal mystics who listen to an interpret the
location known as Malmstrom. machines' spirits through their specific songs for the purpose
The tribe has general knowledge of the glyphs left by the of gaining insight into both the hunt and more general
Old Ones, but they prefer to record history in song. Their oral revelations. Shamans generally wear large headpieces made
tradition includes a large volume of hunting tales. from machine parts, from which long ribbons and cables
hang, obscuring the shamans face. The most notable feature,
 however, is the blue cables that shamans thread through their
The Banuk faith revolves around the "Blue Light", the light skin, in an effort to better contain the Blue Light in their
seen in machines' eyes. They believe that the Blue Light is bodies. Despite the frigid environment of Ban-Ur, shamans
the essence of life and harmony. The Blue Light animates the generally wear little clothing on their upper body. Male
machines, its chosen vessels, but struggles to survive in the shamans may go entirely topless, while female shamans
hearts of humans. Shamans will often thread machine cables usually cover their chest.
through their skin in hopes of better containing the Blue Skill Proficiencies: Arcana, Nature
Light in their bodies. Tool Proficiencies: Your choice of an artisan's tools or a
The Derangement has been interpreted as the machines musical instrument
growing angry with humans, causing the Blue Light to fade Equipment: A set of artisan's tools or a musical instrument
from the world. (one of your choice), a large headpieces made from machine
parts obscuring your face, 5 sticks of incense, vestments, a
set of common clothes, and a belt pouch containing 15 gp

CHAPTER 1: TRIBES
6
     
The Blue Light guides you to comfortable dwelling in the When you choose this circle at 2nd level, you learn to endure
wilderness. You can find a place to hide, rest, or recuperate damage while making Override action. You gain advantage on
when out in the wild. This place of rest is secure enough to Constitution saving throws whenever you take damage while
conceal you from most natural threats or machines' scent. you are overriding a machine.
Threats that are supernatural, magical, or are actively seeking
you out might do so with difficulty depending on the nature of  
the threat (as determined by the DM). Starting at 2nd level, you can regain some of yours magical
Moreover, while you are in this safe place, you can sense energy by sitting in meditation and communing with nature.
hostile machines within 120 feet of you while meditating. During a short rest, you choose expended spell slots to
recover. The spell slots can have a combined level that is
     equal to or less than half your druid level (rounded up), and
The Circle of The Cut is made up of shamans who flank none of the slots can be 6th level or higher. You can't use this
weraks' chieftains. These druids safeguard the knowledge feature again until you finish a long rest.
about machines and are very familiar with the Override For example, when you are a 4th-level druid, you can
mechanism and handling with them. As a member of this recover up to two levels worth of spell slots. You can recover
circle, your magic is influenced by the land where you were either a 2nd-level slot or two 1st-level slots.
initiated in the circle's mysterious rites: The Cut.  
Circle of The Cut Features Your mystical connection to The Cut infuses you with the
ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you
Druid Level Feature gain access to circle spells connected to this land, that you
2nd Override Master, Natural Recovery
can see in the list.
Once you gain access to a circle spell, you always have it
3rd Circle Spells prepared, and it doesn't count against the number of spells
6th Machine's Ward you can prepare each day. If you gain access to a spell that
doesn't appear on the druid spell list, the spell is nonetheless
10th Land's Stride a druid spell for you.
20th Machine's Sanctuary

CHAPTER 1: TRIBES
7
Circle of The Cut Spell  
Druid Level Spells
5th-level enchantment
Casting Time: 1 action
3rd healing lens, pass without trace Range: 90 feet
5th meld into metal, slow Components: V, S, M (a small shard from a machine, that the
7th elemental bane, freedom of movement
spell consumes)
Duration: Concentration up to 1 minute
9th hold machine, relight machine
Choose a machine that you can see within range. The
machine must succeed on a Wisdom saving throw or be
  paralyzed for the duration. At the end of each of its turns, the
When you reach the 6th level, you and machines overridden machine can make another Wisdom saving throw. On a
by you are immune to Corrupted Condition. success, the spell ends on that machine.
At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, you can target one additional
Starting at 10th level, moving through nonmagical difficult machine for each slot level above 5th. The machines must be
terrain costs you no extra movement. within 30 feet of each other when you target them.
In addition, you have advantage on saving throws against
the result of machine's actions that manipulate terrains, such  
as Glinthawk's Freeze Spit, Scorcher's Ignition Boost or 5th-level necromancy
Frostclaw's Ice Spikes. Casting Time: 1 hour
  Range: Touch
When you reach the 14th level, other machines sense your Components: V, S, M (a machine core of the same type of the
connection to nature and become hesitant to attack you. target, which the spell consumes)
When a machine attacks you, it must make a Wisdom saving Duration: Instantaneous
throw against your druid spell save DC. On a failed save, the You relight a dead machine you touch, provided that it has not
creature must choose a different target, or the attack been scavenged. The machine relights with 1 hit points and
automatically misses. On a successful save, the machine is lasts for 72 hours.
immune to this effect for 24 hours. This spells solder superficial rifts, but it doesn't restore
The machine is aware of this effect before it makes its missing parts or components. If the machine is lacking all
attack against you. Moreover, machines with the Daemonic components, the spell automatically fails.
template that are within the range of a Control Tower aren't Relight a dead machine is an ordeal. The target takes a -4
affected by this effect, until the Control Tower is active. penalty to all attack rolls, saving throws and ability check.
 
 
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a machine lens, which the spell
consumes)
Duration: Concentration up to 1 minute
You recall your knowledge to soothe wounded machines that
are within line of sight. You can focus your magic power on a
5-foot-cube you can see within range through the lens.
Until the spell ends, whenever a machine you can see
moves into the focused space for the first time on a turn or
starts its turn there, you can restore 1d6 hit points to that
machine (no action required).
As a bonus action on your turn, you can focus your lens on
a space within 30 feet of the previous one.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the healing increases by 1d6 for
each slot level above 2nd.

CHAPTER 1: TRIBES
8
The Carja then began a series of attacks on tribal settlements
 and captured tribals to be used in bloody sacrifices in what
The Carja are an advanced and powerful tribe ruled by a became notoriously known as the Red Raids.
monarch, Sun-King Avad. They call their nation the Sundom Jiran's atrocities greatly alienated some of his people,
and their capital city is Meridian. They have a vast population including his son Avad, who eventually turned against his
and more advanced economically and militarily compared to father and forged an alliance with the Oseram tribe. After
the other tribes. Jiran was killed by his own son, Avad succeeded his father
and became the 14th Sun-King. He proceeded to end the Red
 Raids and begin a series of reforms in the Sundom such as
outlawing slavery. However, not all of the Carja followed the
The Carja originated in the "Savage East". Their first Sun- new king, especially those who remained loyal to Jiran. These
King, Araman, discovered the Leaves of the Old Ones from dissenters and remnants of Jiran's old regime fled from
which he brought to his tribe the knowledge of observing the Meridian and established their own kingdom in Sunfall and
Sun, its movement, and solar worship. Furthermore, the became known as the Shadow Carja.
Carja gained from the Leaves the first writing. For reasons Peace remained between the Carja and the other tribes,
unknown, the Carja were attacked and driven from their but recently there have been conflicts between the tribes.
original homeland by hostile tribes that were once their
peaceful neighbors; they were either scared or envious of the 
Carja's knowledge. The Carja were forced to migrate The Carja are a patriarchal society. Women are socially
westward in a harsh journey as many families, including excluded from joining the military and priesthood. The Carja
Araman's, perished on the wayside. Their journey ended also have a class system, with nobles, artisans, and
when they discovered the Spire and Araman declared the commoners. There are two markets in Meridian, one for
Spire's mesa lands as their new haven, naming it Meridian. nobles and the other for commoners. At night in Meridian,
Under the reign of the 3rd Sun-King Sadahin, the Carja most commoners take the elevators to their homes in the
expanded their dominion and established the present day surrounding villages.
Sundom. Through the next several generations of Sun-Kings, The Carja see themselves as separate from other tribes,
the Carja continued to expand their domain and growth all and look down on outsiders such as the Nora as primitives.
the way to Daybreak until their expansion ceased after a By the events of the game, Avad has been trying to reform the
failed expedition into the Forbidden West and was strained Carja's views and policies, such as openly accepting gender
by their attempts to conquer the Savage East. and status, abolishing slavery, and tolerating other tribes.
Following a brief peaceful interlude, the Carja under the
reign of the 12th Sun-King Hivas began to re-militarize, fight
with other tribes, and capture slaves. During the reign of the
13th Sun-King Jiran, the Sundom came under threat of the
machines and the Derangement. Jiran believed that human
sacrifices to the Sun god were necessary to stop the
machines' aggression.

CHAPTER 1: TRIBES
9
 
   Starting at 9th level, you gain the ability to climb faster than
Here is a list of sub-classes that Carja tend to choose as a normal; climbing no longer costs you extra movement.
direct derivation of their culture, though exceptions exist. In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
     Dexterity modifier.
The Hunters Lodge is a Carja organization dedicated to the  
art of machine hunting. The Lodge is headquartered in a When you reach 13th level, you handle the tripcaster with
grand house located in Meridian, where hunters can submit skill, so you can increase the tripcaster range by 20 feet and,
proof of their hunts and mingle with other hunters. using your action, you can position two ropes in the same
Membership is highly exclusive, as the Lodge's rules allow turn.
only 14 members at a time. Non-members, however, are still
permitted to enter the Lodge's House and make use of the   
Hunting Grounds. At 17th, if you take the Attack action on your turn to target a
Skill Proficiencies: Stealth, Survival machine's component, you can make one additional attack as
Tool Proficiencies: Thieves' tools a bonus action. This attack can benefit from your Sneak
Languages: One of your choice Attack even if you have already used it this turn, but only if
Equipment: A trophy taken from a fallen machine the attack is the only you make against the machine this turn.
(machine core, machine lens or one other lootable item), a set
of mimetic Carja clothes including a hood, and a belt pouch
containing 15 gp
  
You have an excellent memory for machines' location and
routines, and you can always recall the general layout of their
paths and organization. In addition, you can call upon the
hospitality of people in the Sundom, and those allied with
your tribe.
  
You focus your training on skills useful in ancient ruins, such
as Cauldrons, dangerous places, but full of mysteries and
treasures.
Cauldron Seeker Features
Rogue Level Feature
3rd Cauldron Child, Survivalist
9th Second-Story Work
10th Spartan Rage
13th Tripcaster Master
17th Sudden Machine Strike


When you choose this archetype at 3rd level, you gain
proficiency in the Nature and Survival skills. Your proficiency
bonus is doubled for any ability check you make that uses
either of those proficiencies.
In addition, you gain proficiency with the Tripcaster.
 
Starting at 3rd level, you reveal an innate talent for hacking
technological instruments and devices. You can improvise the
use of Metal World devices even when they are not intended
for you. You ignore all class, race, and level requirements on
the use of these items.

CHAPTER 1: TRIBES
10
Author's N
   This sub-class isoeste
The Carja worship the sun as a deity, whose light is the that you can find sentially a soft rework of
in PHB. T the Light
source of all life. The Carja view sun and shadow as two support w t of spells anhedCfeleatric of the Sun will beDaopmoaiwner
allies. Theitphecauloliar ure fu
halves of nature: to deny one is to deny the other. They believe
that the world of the Old Ones was destroyed by a demonic spark for role-play. choice to admit onlys omrienented to give buff to l
, could be also a n
entity called the "Buried Shadow," which will one day bring ice
an end to their society. However, like the rise of dawn, society
will rise again after the end of the Carja, part of a cycle of  
death and rebirth. At 6th level, when a creature within 30 feet of you makes an
The religious body of the Carja are the Sun-Priests. While attack roll, you can use your reaction to grant that creature a
their duties are not thoroughly explored, it is evident that they +10 bonus to the roll, using your Channel Divinity. You make
serve closely with the Sun-King in acting out the sun's will. this choice after you see the roll, but before the DM says
Entry into the priesthood is restricted to men. whether the attack hits or misses.
Sun Domain Features  
Cleric Level Feature Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Domain Spells, Bonus Cantrip,
1st
Shield the Sun-King   
2nd Channel Divinity: Radiant Defense Starting at 17th level, you can use your action to activate an
aura of sunlight that lasts for 1 minute or until you dismiss it
6th Sun's Blessing using another action. You emit bright light in a 60-foot radius
8th Potent Spellcasting and dim light 30 feet beyond that. Your enemies in the bright
light have disadvantage on saving throws against any spell
17th Corona of Light that deals fire or radiant damage.
 
At each indicated cleric level, add the listed spells to your
spells prepared.
Sun Domain
Cleric Level Spells
1st bless, burning hands
3rd aid, spiritual weapon
5th daylight, protection from energy
7th arcane eye, sickening radiance
9th flame strike, wall of light

 
When you choose this domain at 1st level, you gain the light
cantrip if you don't already know it.
  
Starting at 1st level, you can interpose divine light between an
ally and an attacking enemy. When one ally is attacked by a
creature within 30 feet of you that you can see, you can use
your reaction to impose disadvantage on the attack roll,
causing light to flare the attacker before it hits or misses. An
attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
   
Starting at 2nd level, you can use your Channel Divinity to
cloak your allies in radiant armor.
As an action, you channel blessed energy into an ally that
you can see within 30 feet of you. The first time that ally is hit
by an attack within the next minute, the attacker takes
radiant damage equal to 2d10 + your cleric level.
CHAPTER 1: TRIBES
11
Those who pass will be recognized as Braves; the winners
 are granted a boon and they may ask for any kind of reward.
The Nora tribe is a matriarchal human tribe with strong The Nora rarely leave the Sacred Land, and those who do
taboos against the technology of the ancient world and rarely return. Most are content to live in the relatively
talking to outcasts. peaceful valley, although increasingly aggressive machines
have posed a serious threat to their home.

Recently, the Nora were in conflict with the Carja, a rival tribe
  
that had imprisoned and enslaved their people in the past. Here is a list of backgrounds and sub-classes that Nora tend
Under the Mad Sun-King Jiran, the Red Raids claimed the to choose as a direct derivation of their culture, though
lives of many Nora, but the next Sun-King, Avad, sought a exceptions exist.
more peaceful approach, which led to two years of peace
before the recent conflicts broke out. Due to the ferocity of  
their defense during the raids, the Carja came to regard them Braves are skilled hunters who provide protection to the tribe
as brave and fierce warriors, albeit technologically and by staving off dangerous machines and hostile outsiders from
socially backwards. the Sacred Lands. Their duties include hunting for food,
At one point, a Carja scribe by the name of Aman traveled escorting parties of gatherers, and defending the Sacred
to the edge of Nora territory to collect what information he Lands.
could find on the tribe. He also expressed a desire to return Skill Proficiencies: Athletics, Survival
with a diplomatic expedition, including a female scribe, who Tool Proficiencies: One type of gaming set
he hoped would be able to gain their trust easier. Equipment: An insignia of rank, a hunting trap, a trophy
 from an animal you killed, a set of Nora clothes, and a belt
pouch containing 10 gp
The Nora are based in the mountains and forest. They do not
have much in the way of agriculture, and are primarily     
hunter-gatherers. Most of this is done by Braves. They have You have an established place in the hierarchy of the Nora's
developed the ropecaster, which ties down their enemies. defense. You can requisition simple equipment for temporary
The All-Mother is their patron deity. All the tribe's leaders use, and you can gain access to any Brave lodge in the Sacred
are females, essentially grandmothers and great- Lands, where you can rest in safety and receive the attention
grandmothers. To be a mother within the Nora is to take on of medics. You are also paid a salary of 1 gp (or equivalent in
sacred significance. metal shards) per week, which enables you to maintain a
The Nora are very spiritual and practice a number of poor lifestyle between adventures.
rituals. Newborns undergo a naming ritual, where the
Matriarchs decide on a name for the child. Adolescent
members of the tribe undergo a ritual called "the Proving".

CHAPTER 1: TRIBES
12
      
Some Nora benefit from the Mother, glorifying Her through At 3rd level, you master the art of the ambush. On your first
their rage. Those who choose the Path of the Mother accept turn during combat, you gain a +10 bonus to your speed and
and consecrate themselves to protect the Sacred Land from if you use the attack action on that turn, you can make one
any kind of threat. additional attack. You are also invisible to the machine's Scan
ability as long as it's not aware of you.
Path of the Mother Features
 
Barbarian Level Feature Beginning at 5th level, you can attack twice, instead of once,
3rd Mother's Faith
whenever you take the Attack action on your turn.
6th Machines' Smell 
10th Mother's Messenger
At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a machine component
14th Retaliation explosion or a fireball spell.
 
Starting when you choose this path at 3rd level, your faith in
the Mother becames stronger, you increase the awareness of
your power and became able to share this with your mates.
While you're raging, your friends have advantage on melee
attack rolls against any creature within 5 feet of you that is
hostile to you. Your trust in the Mother makes you leader of
your mates.
 
At 6th level, your hunting sensibilities improve. You can track
machines while traveling at a fast pace, and you can move
stealthily while traveling at a normal pace.
 
At 10th level, you gain the ability to cast the animal
messenger spell, but only as a ritual.

Starting at 14th level, when you take damage from a machine
that is within 5 feet of you, you can use your reaction to make
a melee weapon attack against that machine.
  
Some Nora Braves choose to protect the Sacred Land living
in contact with nature, studying and observing machines in
their natural habitat. As you walk the Machine Stalker's path,
you learn specialized techniques for being prepared and
fighting machines of any size.
Machine Stalker Features
Ranger Level Feature
3rd Stalking Move
5th Extra Attack
7th Evasion
11th Backup Plan
15th Stalker's Dodge

CHAPTER 1: TRIBES
13
When you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on the saving throw, and only
half damage if you fail.
 
Starting at 11th level, once on each of your turns when you
miss an attack against a machine, you can make another
attack against one of the machine's component. You can gain
one additional attack during your turn with this ability.
 
At 15th level, whenever a creature attacks you and does not
have advantage, you can use your reaction to impose
disadvantage on the creature's attack roll against you. You
can use this feature before or after the attack roll is made, but
it must be used before the outcome of the roll is determined.

Author's N
This sub-class isointe
presented in the P tended for use with both th
presented in Unea layer's Handbook and the e Ranger class
rthed Arcana rele R
ases. evised Ranger

CHAPTER 1: TRIBES
14
  
The Oseram are a tribe known for their excellent This replaces the Divine Sense feature.
metalworkers and craftsmen, and as such, are best known for As an action, you can open your awareness to detect
their steel and powerful weaponry. corrupted machines within 60 feet of you that are not behind
total cover, until the end of your next turn.
 You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you
During the Red Raids, the Oseram were one of many tribes regain all expended uses.
that fell victim to the Carja's brutal raids and sacrifices;
however, they were able to put up a fight due to their  
armaments. The war with the Carja came to an end when the Oseram prefer to fight with heavy armors and weapons, so
Oseram forged an alliance with Avad, the son of the Mad Sun- they rarely choose the Dueling style, that isn't adviced for
King Jiran, and mounted an attack on Meridian that resulted them.
in the defeat of Jiran.
Thanks to Avad's alliance, the Oseram can often be found  
in and around Meridian, and elsewhere in the deserts of the
Sundom. The Oseram home territory is known as The Claim. This replaces the Divine Smite feature.
Starting at 2nd level, when you hit a creature with a melee
 weapon attack, you can expend one paladin spell slot to deal
Their armor and arms often look superior to many of the radiant damage to the target, in addition to the weapon's
other tribes, but their forward nature can often come across damage. The extra damage is 2d8 for a 1st-level spell slot,
as rudeness. plus 1d8 for each spell level higher than 1st, to a maximum of
5d8. The damage increases by 1d8 if the target is a corrupted
machine.
  
 
 This replaces the Divine Health feature.
To better match the idea of a standard paladin in an Horizon By the 3rd level, you became immune to corruption.
Zero Dawn inspired setting, some changes are needed. Class
features listed below are equivalent to the standard ones and
modify or replace them.

CHAPTER 1: TRIBES
15
  Oath of the Metal World Features
This replaces the Aura of Courage feature. Paladin Level Feature
Starting at 10th level, you and your friendly creatures within
10 feet of you gain advantage to Investigation checks to find 1st Oath Spells
loot near machine corpses or piles of trash. 2nd Channel Divinity
   7th Warding Arm
This replaces the Improved Divine Smite feature. 15th Punish Corruption
By 11th level, whenever you hit a creature with a melee 20th Machine Crasher
weapon, the creature takes an extra 1d8 radiant damage. If
you also use your Mechanical Smite with an attack, you add  
this damage to the extra damage of you Mechanical Smite.
You gain oath spells at the paladin levels listed in the Oath of
the Metal World Spells table. See the Sacred Oath class
   feature for how oath spells work.
Here is a list of sub-classes that Oseram tend to choose as a Oath of the Metal World Spells
direct derivation of their culture, though exceptions exist.
Paladin
Level Spells
  
3rd burning hands, protection from corruption
The Oseram's greatest achievement is their practical
craftsmanship, which many members, can be heard boasting 5th darkvision, heat metal
about. They are the only tribe to forge their own alloys, which 9th crusader's mantle, protection from energy
they use over raw machine parts. Their armors are highly
resilient and their weapons are advanced and powerful 13th fire shield, locate machine
despite their lack of ancient knowledge. 17th flame strike, scrying
Skill Proficiencies: History, Perception
Tool Proficiencies: One type of artisan's tools, tinker's
tools  
Equipment: A set of well-loved tinker's tools, a blank book, When you take this oath at 3rd level, you gain the following
1 ounce of ink, an ink pen, a set of traveler's clothes, and a two Channel Divinity options.
leather pouch with 10 gp Abjure Corruption. As an action, you present your holy
symbol and speak a command sentence, using your Channel
   Divinity. Choose one corrupted machine within 60 feet of you
Provided you have tinker's tools, metal shards, wires and that you can see. That machine must make a Wisdom saving
other materials, you can perform repairs on a dying machine. throw. Corruptors and Deathbringers have disadvantage on
When you use this ability, you restore a number of hit points this saving throw.
to the chassis of the machine equal to 5 × your proficiency On a failed save, the machine is restrained for 1 minute or
modifier. A machine cannot be patched by you in this way until it takes any damage.
again until after it has been fully repaired in a cauldron. On a successful save, the machine's speed is halved for 1
minute or until it takes any damage.
     Challenge Machines. As a bonus action, you can choose a
Oseram paladins who swear this oath can benefit from lore machine within 10 feet of you that you can see, using your
and remains of humans from metal world. They adorn their Channel Divinity. You gain advantage on attack rolls against
armor and clothing with metal pieces and shards, and that machine for 1 minute or until it drops to 0 hit points.
generally prefer heavy weapons.  
    Starting at 7th level, you and friendly creatures within 10 feet
The Oath of Metal World revolve around the idea that we can of you have advantage on Dexterity saving throws against
learn from mistakes made by predecessors, though without machines' attacks.
the same knowledge.  
Chase Corruption. Seek and destroy corrupted zones and By 15th level, when you use Challenge Machines on a
free people who are subject to corruption. corrupted one, you can use your reaction to make a melee
Duty. Be responsible for your actions and their weapon attack against that machine if it's within range.
consequences, protect those entrusted to your care and obey
those who have just the authority over you.
Protect Your People. Support and defend your land and
its citizens.

CHAPTER 1: TRIBES
16
 
At 20th level, as an action, you can emanate a magnetic aura.
For 1 minute you can attract or repulse metal objects within
10 feet from you. Whenever a machine starts its turn in the
area, the machine takes 10 radiant damage. If the machine is
a corrupted
In addition, for the duration, you have advantage on saving
throws against attacks from corrupted machines.
Once you use this feature, you can’t use it again until you
finish a long rest.
 
 
4th-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a little shard from a machine's chassis,
which the spell consumes)
Duration: Concentration up to 1 hour
Describe or name a machine that is familiar to you. You
sense the direction to the machine's location, as long as that
machine is within 1,000 feet of you. If the machine is moving,
you know the direction of its movement.
The spell can locate a specific machine known to you, or
the nearest creature of a specific kind (such as a Watcher or a
Corruptor), so long as you have seen such a creature up close-
-within 30 feet--at least once.
This spell can't locate a creature if running water at least
10 feet wide blocks a direct path between you and the
creature.
  
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small shard from a corrupted
machine, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is
protected against corruption.
The protection grants several benefits. Corrupted
machines, Corruptors and Deathbringers have disadvantage
on attack rolls against the target. The target also gain
resistance to the necrotic damage dealt by Corrupted Touch.

CHAPTER 1: TRIBES
17
  

I
n this chapter you will find plenty of items, weapons
and materials based on the original game. Though
some items' name include the origin tribe, each of
them is intended to be used and handled by people
from any tribe, provided that they are proficient with
the weapon type.

The main form of currency in this world is through metal
shards. This item can be obtained by looting machine
corpses or trading with merchants. Small machines will drop
a handful of shards as loot, whereas bigger machines will
drop a few dozen ones.

Here is listed a selection of weapons inspired by those
available in the game, with some adjustments.
  
Weapon (bow), very rare
This rare longbow is a specialized sharpshot bow enhanced
by Bluegleam.
You add 1d6 bonus damage when you hit a target with
elemental arrows.
  
Weapon (bow), uncommon
You gain a +2 damage bonus against machines' components.
  
Weapon (bow), common
This common bow uses the longbow stats if wielded by a
Nora.
 
Weapon (spear), common
This common spear is the most used melee weapon among
Nora Braves. At the bottom, there is a slot for an override
module that makes you able to Override machines.
 
Weapon (crossbow), uncommon
The Ropecaster is a tool used by hunters to deter and pin
down targets.
When you make an attack with this weapon, you throw and
stick a rope into a machine's chassis, while stick the other
end into the ground. Each new rope limits the machine's
speed to 30 feet until the beginning of your next turn. You
need 3 ropes to immobilize a large machine or smaller, 5
ropes for huge ones and 7 ropes for gargantuan ones. When
you immobilize a machine, it gains the restrained condition
for 1d4 rounds. You can use your action to Override a
machine while restrained in this way.
The Ropecaster fires only its charges (see Recipes for
crafting).

CHAPTER 2: TREASURES
18
 
Weapon (crossbow), rare
The Tearblaster is a weapon that fires ranged sonic blast
identical to those used by Longlegs. The Tearblaster's sonic
bursts are well suited to dislodging components from larger
machines or groups of smaller ones.
When you attack a machine with a Tearblaster, the AC for
all components is equal to the whole one and each attack can
deal damage only to one component. The Tearblaster fires
only its charges (see Recipes for crafting).
 
Weapon (crossbow), uncommon
When you make an attack with this weapon, you throw and
place two stakes linked with a concealed rope which acts as
trigger for a trap. The rope can be 30 feet long at maximum
and gains a Stealth result equal to your Sleight of Hand
check. Unaware creatures can't see the rope if the Stealth
result is higher than their passive Perception, but it becomes
visible if being alarmed.
The Tripcaster fires only its wires (see Recipes for crafting).

  


Heavy weapons are machine guns that can be picked up, but When one of the characters picks up one heavy weapon,
are difficult to transport. When you wield one, you can't simply follow the handy rules below.
crouch or jump, they have a limited amount of ammunitions... Burst Fire. A weapon that has the burst fire property can
but they are strong. make a single-target attack, or it can spray a 10-foot-cube
area within normal range with shots. Each creature in the
  area must succeed on a DC 15 Dexterity saving throw or take
These simple rules are common to every heavy weapon the weapon's normal damage. This action uses ten pieces of
exposed in this section. ammunition.
Movement. While a character is wielding a heavy weapon, Heavy. Creatures that are Small or Tiny have disadvantage
his speed is halved. Heavy weapons can't be brought in water on attack rolls with heavy weapons. A heavy weapon's size
or underground with an eventual burrow speed, they become and bulk make it too large for a Small or Tiny creature to use
useless if it happens. A character can use his halved flying effectively.
speed while wielding a heavy weapon. Loading. A weapon that has the charging up property
Magazine. Heavy weapons picked up have a limited needs time before firing. Because of the time required to load
amount of ammunitions. The first time that a heavy weapon this weapon, you can fire only one piece of ammunition from
is picked up, roll the amount of dice specified in the table it when you use an action, bonus action, or reaction to fire it,
below to define how many bullets can be shot. If not specified, regardless of the number of attacks you can normally make.
each shot of these weapons expends one piece of Two-Handed. This weapon requires two hands to use. This
ammunition. property is relevant only when you attack with the weapon,
No Reload. Ammunitions for heavy weapons aren't not when you simply hold it.
commonly available, so during combats, characters can shoot
only ammos in the magazine.   
Vulnerability. Heavy weapons are not designed to be
wielded, but to stay on the back of large and powerful  
machines. A character who picks one up must grub it in an Deathbringer Guns are heavy machine guns dropped by
uncomfortable way. While wielding a heavy weapon, any heavy Eclipse enemies and Deathbringers, capable of dealing
melee attack against the wielder has advantage. immense impact and tear damage.

It's up to you to decide whether a character has proficiency
with a firearm. Characters in most D&D worlds wouldn't
have such proficiency. As a DM, you can decide that
characters would acquire it after some explorative sessions
or as reward for a quest.

CHAPTER 2: TREASURES
19
 
Disc Launchers are heavy artillery weapons mounted on the
backs of Thunderjaws, capable of doing immense blast
damage.
 
Mine Launchers are heavy projectile weapons mounted on
the backs of Scorchers.
 
Ravager Cannons are rapid-fire heavy weapons mounted on
the backs of Ravagers, capable of doing high impact damage.
Special. The Ravager cannon shoots projectiles in a 30-
foot-cone. Each creature in that area must make a DC 16
Dexterity saving throw, taking 6d8 fire damage on a failed
save, or half as much on a successful one.


In Horizon Zero Dawn there is a system that allows the
player to modify outfits and weapons, and craft various items
out of the resources looted from defeated machines. In this
section I'll try to introduce some crafting recipes for
ammunitions and other stuff that make your adventure more Author's N
immersive.
As a DM, you can modify the amount of resource required Elemental and spote
to craft a group of 20 ammunitions of that type or the amount they can be very uecial ammo can be treated
of them, in order to fit your needs. introduce them as seful in a setting inspired bas additional rules;
Moreove exotic stuff even in y HZD, but you ca
d n
additional rur, lewhtherever you read "FocuseifdfeArettnt ones.
at appears in Chap ack", I refer to the
ter 3.
Weapons
Name Cost Damage Weight Properties
Hunter Bow, Nora 30 gp 1d6 piercing 2 lb. Ammunition (range 150/600), special, two-handed
Powershot Bow, Banuk 5500 gp 1d6 piercing 2 lb. Ammunition (range 150/600), special, two-handed
Ropecaster, Nora 75 gp ─ 5 lb. Ammunition (range 20/80), loading, special, two-handed
Sharpshot Bow, Carja 50 gp 1d8 piercing 3 lb. Ammunition (range 150/600), heavy, special, two-handed
Spear, Nora 2 gp 1d6 piercing 2 lb. Finesse, thrown (range 20/60), versatile (1d8)
Tearblaster, Oseram 200 gp 4d6 thunder 16 lb. Ammunition (range 30/120), heavy, loading, special, two-handed
Tripcaster, Shadow 100 gp ─ 5 lb. Ammunition (range 20/80), loading, special, two-handed

Heavy Weapons
Name Damage Ammos Properties
Deathbringer Gun 4d6 piercing 4d10 Ammunition (range 40/160), burst fire, heavy, two-handed
Disc Launcher 6d8 piercing 2d4 Ammunition (range 40/160), heavy, loading, two-handed
Mine Launcher 4d8 bludgeoning 1d4 +2 Ammunition (range 30/120), heavy, loading, two-handed
Ravager Cannon 6d8 fire 1d4 +1 Ammunition (range 30/120), special, heavy, two-handed

Ammunitions
Name Weapon Cost Weight Recipe
Blast Wire Tripcaster 500 gp 1.5 lb. Metal Shards x8, Wires x4, Blazes x4
Hardpoint Arrow Hunter Bow 25 gp 0.5 lb. Metal shards x10, Ridge-wood x5
Precision Arrow Sharpshot Bow 25 gp 0.5 lb. Metal shards x6, Wires x5, Ridge-wood x10
Tearblaster Charge Tearblaster 500 gp 0.5 lb. Metal Vessel, Echo Shell.

CHAPTER 2: TREASURES
20
  
Around the world you can find artisans and merchants that Weapon (dart), uncommon
sell ammunitions and spare parts for your powerful weapons, Recipe: Metal Shards x6, Wires x6.
but sometimes you can craft them by yourself where Compatibility: Ropecaster.
necessary. Tie Rope is the ammunition fired by a Ropecaster.
Here you have a list of ammo that you can create by using Following the recipe, you create 6 ropes.
machines' parts.
 
Weapon (dart), rare
Recipe: Metal Shards x8, Wires x4, Blazes x4.
Compatibility: Tripcaster.
Blast Wires are powerful tools which generate high-
damage explosions when tripped. Thay can tear away
components and armor with ease, producing additional
damage while exposing vulnerable circuitry and other weak
points.
When the trap is triggered, each creature in the area
covered by the wire must make a Dexterity saving throw,
taking 2d10 fire damage on a failed save, or half as much on
a successful one.
 
Weapon (arrow), uncommon
Recipe: Metal shards x10, Ridge-wood x5.
Compatibility: Hunter Bow.
These arrows are an effective and versatile general-
purpose munition, improving upon generic arrows in every
regard. While somewhat more costly to craft, Hardpoint
Arrows are essential for picking off human targets with
headshots and targeting the weak points of stronger
machines from a safe distance.
When you hit a machine with a Focused Attack, you gain a
+1 bonus damage.
 
Weapon (arrow), uncommon
Recipe: Metal shards x6, Wires x5, Ridge-wood x10.
Compatibility: Sharpshot Bow.
These arrows deal great damage and travel the greatest
distance of all arrow types. This ammunition emphasizes
methodical, stealthy tactics and far poorly in close combat
owing to the Sharpshot Bow's slow draw and reload speeds.
You extend your Sharpshot Bow's range by 30/120 feet,
and you gain a +1 bonus to Focused Attack rolls against
machines.
 
Weapon (arrow), rare
Recipe: Metal Vessel, Echo Shell.
Compatibility: Tearblaster.
This charge is the ammunition fired by a Tearblaster.
Following the recipe, you create 5 charges.
Author's N
The Tearblaster ois
te
break the a powerful weapo
n
your needs.game, you can modify the re.ciIfpeyoour believe that would
My tip is to consid cost in order to fit
er
be used as primar it as a nearly-unique w
y, but only in spec ea
ific situations.pon that should not
CHAPTER 2: TREASURES
21
   
 
 On a succesful hit, you can deal damage to the machine as
In Horizon Zero Dawn every machine is made up of different usual. If the damage dealt is equal or greater than what
components such as batteries, radars, cannons or elemental provided in the stat block, the hit component is stripped away.
containers that increase machines' potential and make them Sometimes when a component is stripped, it triggers an
very dangerous. In standard D&D 5E there are no rules to effect that have to be resolved immediately after the attack is
manage this kind of components, than here is proposed a made. This effect is not a machine's reaction.
method to do so.
In every stat block are listed all the components that a  
specific machine possesses, with description. If your attack roll is lesser than the component's AC, but
greater than machine's AC, you can deal half damage to the
  target, as if you made the attack without focusing.
One of the most efficient tactics to defeat machines in  
Horizon Zero Dawn is to attack with precision the deadliest
components in order to remove them from the machine. Here a list of features that all machines have in common.
Without components, machines can't do some special actions
anymore, so become easier to face.  
Instead of a regular melee or ranged attack you can make a All of the machines in Horizon Zero Dawn have an armor-like
focused melee or ranged one with the same rules as protection that increase the AC and works as a Natural
explained in PHB-193, except for the following. Armor.
Any attack focused on a machine's component need to  
overcome the AC provided in its stat block for that specific If hit, some components are weakness points for machines.
one, and you must declare which component you're focusing So when there is one of them, as Eye for a Watcher, any
on before the attack roll is made. bludgeoning, piercing or slashing damage dealt with it is
Regardless of weapon is used, it's possibile to hit only one doubled.
component per attack, but if you can do multiple attacks In machine's stat block this feature is indicated as "physical
during your turn, you can hit different components with damage to component".
different attacks.

Machines don't speak any language. They can only share
basic information through electronic signals, such as
localization of a close threat or alert status. For this reason,
this field does not appear in stat blocks.

CHAPTER 3: ADDITIONAL RULES


22
In Horizon Zero Dawn, unlike other areas where corrupted
 machines are found, Corrupted Zones have no relevance to
Corrupted machines are those affected by the corrupting the overall plot, and have no sign of the Eclipse or
properties of metalburn and the network hijacking Corruptors.
capabilities of the FAS Charriot line Peacekeeper robots. While in Corrupted Zones, every corrupted machine has
The most distictive feature of a corrupted machine is the advantage on Perception checks, the passive Perception
invading circuitry present all over the machine's body, which increases by 3 and the Corrupted Touch feature necrotic
emits both a red glow and a dark smoke-like effect of damage is increased by 2d6.
corrosion. To clear the area from corruption, all corrupted machines
must be destroyed, then the area becomes safer and the red
  glowing ground effect vanishes.
As a DM, you can include these zones as random
Every machine, except Corruptors and Deathbringers, can be encounters during explorations or peculiar settings for boss
subjected to corruption and while in this condition, they can fights.
not be overrided.
When a machine becomes corrupted, it retains all its   
statistics except as noted below. Corrupted machines tend to destroy non-corrupted ones
Vulnerabilities. All corrupted machines are weak to fire similarly to other living creatures. However, because they are
damage. stronger than others, non-corrupted machines usually get
Alignment. Corrupted machines switch their alignment to away from them instead of fighting.
evil.
Ability Scores. Corrupted machines' ability scores are  
modified as follows: Str +2, Dex +2, Con +2. This condition is temporary and can affect living beings and
Hit Points. Corrupted machines have 2-5 hit dice more machines that are not hijacked by a Corruptor or
than usual. Deathbringer.
Condition Immunities. Corrupted machines are immune
to the Overridden condition or the Daemonic status. A corrupted creature has disadvantage on attack rolls and
Corrupted Touch. All corrupted machines' melee attacks ability checks.
have a bonus of 2d6 necrotic damage, due to the harmful This condition lasts for 1 minute and can be renewed, but
effect of corruption to living creatures. the effects don't stack.
Challenge Rating. Corrupted machines can be treated as When a creature begins its turn in this condition, it takes
if they have a challenge rating increased by 2. 7 (2d6) necrotic damage.
 
Corrupted Zones are small areas of the map where there are Author's N
ote
significant numbers of corrupted machines and the ground Though th name
also has a red glowing effect. not confusee th is the same, as in
th
template that aemcorrupted condition witehgathmee, you should
ac
a Corruptor or Dea ine gains after be hijackecorrupted
h
The condition is tethbringer. d by
by humans with p m porary
roper weaponans.d can be inflicted also

CHAPTER 3: ADDITIONAL RULES


23
 
Daemonic Machines are machines found in the Cut that have
been enhanced by HEPHAESTUS. They can be identified by
purple markings on the machine body, and they appear with a
purple outline when scanned with the Focus.
 
The Control Tower is a machine exclusive to Horizon Zero
Dawn: The Frozen Wilds. These machines are unlike any
other known machines, in that they are completely stationary
and pose no danger to humans. Their sole known purpose is  
the maintenance and repair of damaged machines within Machines controlled by HEPHAESTUS are tougher than
their radius of influence. normal and act as sentinel in order to defend Control Towers.
Control Towers are botanical in appearance. Their When a machine gain the daemonic status, it retains all its
constant swaying movement resembles that of certain small statistics except as noted below.
stationary marine fauna such as sea anemones. The chassis Alignment. Daemonic machines switch their alignment to
consists of a stout, tree trunk-like armored structure with six evil.
leaf-like structures at the apex, surrounding a central emitter. Armor Class. Daemonic machines' armor class (AC) is
At the base of the machine are three data nodes that may be increased by 2. This value raises to 4 when the machine is
accessed to override it, and near the top of the chassis is an within 90 feet of an active Control Tower.
extendable cooling element that the machine regularly Hit Points. Daemonic machines have 4-7 hit dice more
extends to dissipate heat. than usual.
A Control Tower’s only purpose is the maintenance and Damage Resistances. Daemonic machines have
repair of other machines. For this reason, they are guarded resistance to lightning damage.
by patrols of Daemonic Machines such as Watchers and Condition Immunities. Daemonic machines are immune
Redeye Watchers, and combat machines such as Scorchers. to the Overridden condition or the Corrupted condition.
It performs its function by releasing an energy pulse every Daemonic Regeneration. All daemonic machines that are
6 seconds from its emitter that repairs any damage sustained within 90 feet of an active Control Tower regain 10 hit points
by a machine within its radius of influence. This includes at the start of their turn. This trait stops working only if the
repair of damaged armor and components, though destroyed Control Tower falls or the machine begins its turn with 0 hit
armor and components are not regenerated. In addition to points.
repairing machines, this pulse also stuns overridden Challenge Rating. Daemonic machines can be treated as
machines, which remain incapacitated until the Tower is if they have a challenge rating increased by 2.
neutralized.

CHAPTER 3: ADDITIONAL RULES


24

 As in the original game, you must find and upgrade your
Overriding is the ability to control machines. While an override module with the code that allows you to control new
overridden machine cannot be commanded per se, overriding types of machines.
turns a machine from its default state of hostility toward any Each machine can be overridden thanks to its specific code
human to a state of combat friendliness toward the human and there are 6 different codes:
who overrode it, in that instead of attacking the overrider, it
will attack other machines or humans that attack the EPSILON : Fireclaws, Frostclaws, Scorchers.
overrider.
PSI : Tallnecks, Watchers, Redeye Watchers,
  Striders, Broadheads, Chargers.
In order to make the Override action, you need an override SIGMA : Sawtooths, Scrappers, Grazers,
module installed on your melee weapon. You must move
stealthy towards the machine that must be restrained or Lancehorns.
unaware of you. RHO : Tramplers, Shell-Walkers, Snapmaws,
You use your action to begin to Override the machine by
putting your override module near it, than you must wait your Longlegs, Ravagers.
next turn. XI : Glinthawks, Freeze Bellowacks, Stalkers,
  Behemoths, Fire Bellowbacks.
At the beginning of the machine's turn, you must make a ZETA : Stormbirds, Thunderjaws,
check to continue your override.
Roll a d20. If the roll is 11 or higher, you succeed and Rockbreakers.
continue overriding until the beginning of your next turn,
while the machine is incapacitated for this turn. Otherwise, As a DM, you can give codes to players depending on their
you fail, so you stop the Override action, the machine acts level or after a research inside a cauldron.
normally and has advantage on first attack roll against you.
Whenever you take damage while you are overriding a  
machine, you must make a Constitution saving throw to This condition is temporary and affects machines subjected
maintain your action. The DC equals 10 or half the damage to a successful Override action.
you take, whichever number is higher. If you take damage
from multiple sources, you make separate saving throw for An overridden machine is reprogrammed to be allied with
each source of damage. the one who made the Override action to the best of its
If the machine doesn't take its turn for some reason, the possibilities.
Override check is automatically succeeded. This condition lasts for 1 minute and can be renewed with
At the beginning of your next turn, the Override action is another Override action.
completed, the machine gain the overridden condition and While in this condition, Striders, Broadheads and
you can act normally. Chargers can be used as mount. In addition, expending an
action while riding the mount it will extend the duration to
8 hours or until you reach your destination.

Author's N
This mechanismote
Horizon Zero Dawis designed for machines fr
to any kind of con n, but in principle you can om
is different from thstruct, especially if your settapply it
e original one from
In this case, I sugg ing
es t th e
you to don't use O e.ga m
as a charm effect,
only on construct b u t as a different effect thverride
s. at works

CHAPTER 3: ADDITIONAL RULES


25
"There's a ason
- and not jure the Matriarchs fo
rb those places
meant to see what se they're dangeroid
st b ec au
us. We weren't
's inside."
                        -- Dra
l

   


   
A Cauldron is an underground facility where machines are Unlike in a standard setting, you might not be worried about
built. Project Zero Dawn envisioned a series of underground to choose a creator for your cauldron, instead you should set
facilities to rebuild a lifeless Earth. These facilities would be purpose and history for it.
controlled by GAIA while the subfunction HEPHAESTUS In the original videogame, each cauldron was designed to
would oversee construction of Cauldrons where specialized create some kind of machines, but they are not unique. In
machines would be designed and constructed for use in fact, your cauldrons could group differently the machines
terraforming. inside them, but still motivated by terraforming purposes.
The inhabitants of the New World are aware of the Another perspective could be a redevelopment of the
cauldrons, and some have deduced that they are where original building that turned it into a stronghold or some
machines are built. organization's headquarters. In this case, the building should
The entrances to cauldrons always feature a triangular preserve its original external structure, but with different
structure. They all seem to have a pyramid-like base, and the interior design.
entrance leads toward a core in the middle that can be
overridden. There are hook-like apparatuses coming from the   
sealing in most that transport boxes by way of hovering. Cauldrons are usually located in isolated places, inside
mountains or underground, but you can choose to put yours
    underwater or floating somewhere.
Cauldrons are peculiar and evocative locations that fit Anyway, you should pay attention to the surrounding
perfectly the setting of Horizon Zero Dawn and adventures environment, giving your players a hint of what could be the
that take place in its world. They are substantially dungeons, purpose of the cauldron and what type of machines they
so you should design them and use them as classical could find inside.
dungeons in standard adventures. 
If you are not confident with world building and dungeon One important aspect to focus on when you design dungeons
design, you should check the Dungeon Master's Guide (page is the duration. Plan in advance how much time the players
99), where you can find an entire section with guidelines and should spend inside your cauldron and choose hazards and
tables useful to create a new dungeon for your adventure. I'll battles according to that.
follow the same structure sto introduce some tips specifically
focused on Cauldrons.
CHAPTER 4: CREATING ADVENTURES
26
You, as a DM, know better than anyone else you player's
capabilities, so if you want to create a long dungeon, don't  
forget to put inside the building some space to rest, because Cauldron SIGMA is a HEPHAESTUS facility that
players tend to take time to recover and if you choose the manufactures machines for use in terraforming. It is located
place in advance, you can manage them more easily. north of Mother's Heart and situated inside a mountain in a
However, cauldrons should not take more than a work day region called Valleymeet.
to be full explored.
    
Traps, secret doors, chasms, creepy sounds, graffiti and much  
more are typical elements of dungeons in standard When the characters approach the entrance of the cauldron,
adventures, and they should not be missing in yours, too. read the following:
Cauldrons were build to preserve the chain of production
inside, whatever it is, so it should be plenty of safeguards,
either automatic or magical, eventually. A huge triangular-shaped entrance inside the mountain with
In the videogame, these places have some kind of puzzles mechanical details is clearly visible from distance. Some high
or a specific procedure to follow in order to reach the core. In wild bushes are scattered across a large area in front of it,
your game, you can unlock the deepest rooms by solving where a group of machines is roaming. At the bottom of the
some riddles, as if they would be intended for intelligent entrance, there is a terminal with a plug that emits a feeble
beings. blue light.
Moreover, there would be hazard related to toxic gases,
high tension floors and other modern hazard that your
players would not be able to handle easily. One Scrapper and four Watchers patrol the entrance
Loud industrial sounds, variable intensity of lights and roaming the area in front of the entrance.
other environmental variations are essential to thrill your Characters could avoid the fight with a successful DC 14
players and keep them focused on possible dangers. Dexterity (Stealth) check, passing through the bushes and
reaching the terminal.
  Override the Terminal. A character can Override the
Whether a big bad guy or a new override protocol is put in terminal with its module and the check is successful if out of
the core's cauldron, you need a climax in your session at the combat. Once overridden, the entrance opens up and closes
end of the dungeon. This would be a great battle or a again a minute after the module is unplugged.
satisfying sequence of actions to avoid that the cauldron fall
down, doesn't matter. Your players are in a building that   
weren't supposed to be! A series of conduits twist and turn descending 20 feet, then
reaching a narrow and long room with two Watchers
standing in the middle and patrolling switching themselves
Author's N
sometimes. There are two gas vents, one near each entrance.
Gas Vents. Hitting the vents, harmless smoke floods the
In this section I'llote space within 15 feet, becoming heavily obscured for 1
in the original vid try to outline the structure minute.
pre-made dungeo eogame, so you can pick th of Cauldrons
Dawn inspired adns to include in your Horizoem as
ventures! n Zero

CHAPTER 4: CREATING ADVENTURES


27
    
Describe this location to the players as follow: Describe this location to the players as follow:
This main chamber is filled with industrial rails, robotic arms In the middle of this huge chamber without exits there is an
and suspended lifts. Loud mechanical noises fill the room and assembler with robotic arms that are about to complete the
dominate every other sound. A bunch of machines patrol the assembly of a Sawtooth. A light-blue force field encircles the
main path 30 feet beneath the three consecutive missing 40- assembler and a 30-feet-tall little tower with a metal ladder is
feet-long bridges. Alongside each of them, there is a small visible nearby with a terminal atop of it. Some Watchers are
terminal, but all of them are placed on the opposite side of the roaming around the area in circular paths.
bridges.
Two Watchers are roaming just outside the edge of the force
Four Watchers and one Scrapper guard the main room, field that protects the Sawtooth. Once the characters move
where bridges need to be activated by overriding the network into the Core, the machine's assembly is completed, but it
node. Terminals are in full sight near the edge of the raised would not be activated since someone would Override the
island and each creature that moves close is detected by the terminal atop the little tower. Once the network is overridden,
machines. the force field disappear and the Sawtooth is free to move:
Acrobatic Path. Any character who succeeds a DC 15 roll for initiative.
Dexterity (Acrobatics) or Strenght (Athletics) check could If the Sawtooth moves out of the assembling platform, any
follow a climbing path through gears and lifts, hanging on character who succeeds a DC 12 Wisdom (Perception) check
loads being transported by rails to reach the island on the can recognize a terminal close to the ground, inside the floor.
opposite side of a bridge. On a failure, a randomic (or Once activated, an elevator lifts up the area, reaching the
something of your choice, as a DM) item drops from his entrance, then it returns downstairs. If any machine is still
pockets or bag and be destroyed. conscious, it tries to follow the characters upstairs.
   
This conduit leads beneath the level of the main room, but it
crosses a passage inside a cave, where there are a little pond Build it as original
and some herbs in a corner. This dungeon was adapted to fit a 4-members
Remedies. A character with herbalism kit or a poisoner's party of level 4-5, but if you want to play it as
kit can create 2d4 potion-like remedies (2d4 +2). original, you can simply adjust some DCs and
machines in encounters.
In S3, a Shell-Walker substitutes the Scrapper.
In S4, herbs and ingredients create enhanced
potion-like remedies (4d4 +4).
In S5, Fire Bellowback substitutes for Sawtooth.
After these changes, this short dungeon would
fit a 4-members party of level 11-12.

CHAPTER 4: CREATING ADVENTURES


28
  

T
his chapter provides stat blocks for almost all
machines which you can find the amazing
world of Horizon Zero Dawn!

      


     
Watcher ............................................................................................64 Corruptor .........................................................................................32
Deathbringer ...................................................................................34
   
Grazer ...............................................................................................43   
Strider .............................................................................................. 59 Ravager ............................................................................................ 47
Sawtooth ..........................................................................................50
    Scorcher ...........................................................................................51
Broadhead ....................................................................................... 30 Stalker ..............................................................................................56
Lancehorn ....................................................................................... 44 Stormbird ........................................................................................ 57
Thunderjaw .....................................................................................60
   
Scrapper .......................................................................................... 53 
Lancehorn ........................................................................................44
    Snapmaw .........................................................................................54
Charger ............................................................................................ 31 Strider .............................................................................................. 59
Sawtooth ..........................................................................................50
  
    Longleg .............................................................................................45
Longleg ............................................................................................ 45 Watcher ............................................................................................64
Trampler .......................................................................................... 62

    Glinthawk ........................................................................................ 41
Corruptor .........................................................................................32 Scrapper .......................................................................................... 53
Glinthawk ........................................................................................ 41

    Broadhead ....................................................................................... 30
Ravager ............................................................................................ 47 Charger ............................................................................................ 31
Fireclaw ........................................................................................... 36
    Frostclaw ......................................................................................... 39
Scorcher .......................................................................................... 51 Grazer ...............................................................................................43
Snapmaw .........................................................................................54 Rockbreaker ....................................................................................48
    Trampler ...........................................................................................62
Stalker ..............................................................................................56
   
Frostclaw ......................................................................................... 39 Author's N
Rockbreaker ....................................................................................48 o
Redeye Watcher ante
Stormbird ........................................................................................ 57 Behemoth d all the Transport
    the Machin, eBs:elloAdwbacks and Shell-WalCkelar,ssarMachines, such as
Check my Patreodn-on compendium! e included in
Fireclaw ........................................................................................... 36 page in the credit
Thunderjaw .....................................................................................60 for more info! s of this documen
t
   
Deathbringer ...................................................................................34

CHAPTER 5: BESTIARY
29

The Broadhead is a type of machine resembling a bovine.

Physically, Broadheads are reminiscent of
cattle, especially the Longhorn breed,
displaying a pair of long, straight and
horizontal horns likely used as tools and defense.


Medium construct (machine), unaligned

Armor Class 13
Hit Points 73 (11d8 + 22)
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 3 (-4) 11 (+0) 1 (-5)

Damage Vulnerabilities piercing damage to Blaze


Canister.
Damage Immunities poison, psychic The Broadhead seems to share a nearly identical chassis
Condition Immunities charmed, exhaustion, design with the Strider and Charger, with its main difference
poisoned being the head design.
Senses passive Perception 10
Challenge 3 (700 XP) 
Charge. If the Broadhead moves at least 20 feet Broadheads were created by GAIA as part of the
straight toward a target and then hits it with a ram terraforming process after the Faro Plague wiped out all
attack on the same turn, the target takes an extra 10 biomass on Earth in the 21st century. Like the Strider and
(4d4) bludgeoning damage. If the target is a Grazer, Broadheads seem to consume small amounts of plant
creature, it must succeed on a DC 14 Strength matter to produce Blaze. They became very commonplace
saving throw or be knocked prone. and, for a long time, were peaceful machines that shied away
from humans if one was spotted.
Immutable form. The Broadhead is immune to any
spell or effect that would alter its form.
However, a decade before the game's events, the
Derangement took place and the Broadheads, along with all
Magic Resistance. The Broadhead has advantage on the other machines, began to become more aggressive. By
saving throws against spells and other magical the time Aloy came of age and learned to hunt, Broadheads
effects. would sometimes attack humans on sight, especially if
Components warned first by nearby Watchers.
Blaze Canister. (AC 15; hp 15) Hitting this 
component with fire damage has 70% of probab. of
triggering an explosion that deals 14 (4d6) fire Broadheads have no ranged attacks but, when provoked, will
damage to all creatures within 15 feet and harms set their stance and then charge at the target with alarming
this machine, too. Horns. (AC 15; hp 18) Destroying speed, bowling them over and doing high damage. One must
this component will disable the ram attack. take caution when overriding or taking down a Broadhead.
Actions A Broadhead's main method of attack is by charging
forward and swiping with its large horns. When overriding a
Kick. Melee Weapon Attack: +5 to hit, reach 5ft., Broadhead, it is a good idea to get rid of the horns
one target. Hit 12 (2d8 + 3) bludgeoning damage. beforehand, as it will charge if you get too close.
Ram. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 10 (2d6 + 3) piercing damage. 
Broadheads can loot random objects after being killed like
Reactions Metal Shards, Metal Vessels, Blazes, Sparkers, Wires and a
Blind Kick. When a Charger hits with a kick as an Small Machine Core in addition to specific items as
opportunity attack, it deals an extra 5 (1d8) Broadhead Lens or Broadhead Heart.
bludgeoning damage.

CHAPTER 5: BESTIARY
30

The Charger is a type of machine resembling a bovine. By 
using Override, you can utilize Chargers as mounts. Large construct (machine), unaligned

 Armor Class 14


The Charger, like a few other machines in the game, Hit Points 114 (12d10 + 48)
resembles a grazing, bovine-type creature, this one more Speed 50 ft.
resembling a bull, yak, or ram due to the shape and
configuration of the horns. STR DEX CON INT WIS CHA
The Charger seems to share a nearly identical chassis
design with the Strider and Broadhead, with its main 17 (+3) 12 (+1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)
difference being the head design.
Skills Perception +2
 Saving Throws Str +6, Con +7
Damage Immunities poison, psychic
The Charger uses charge ad main attack. Like many of its Condition Immunities charmed, exhaustion,
counterparts, such as the Grazer, this machine uses a poisoned
backwards kick or leap to harm enemies from the rear. Senses passive Perception 14
Challenge 7 (2900 XP)

Charge. If the Charger moves at least 20 feet straight
Chargers can loot random objects after being killed like toward a target and then hits it with a ram attack on
Metal Shards, Metal Vessels, Blazes, Sparkers, Wires and a the same turn, the target takes an extra 14 (3d8)
Small Machine Core in addition to specific items as Charger bludgeoning damage. If the target is a creature, it
Lens or Charger Heart. must succeed on a DC 14 Strength saving throw or
be knocked prone.
Immutable form. The Charger is immune to any spell
or effect that would alter its form.
Magic Resistance. The Charger has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The Charger's weapon attacks are
magical.
Components
Blaze Canister. (AC 17; hp 25) Hitting this
component with fire damage has 70% of probab. of
triggering an explosion that works as Fireball spell
(lv 4, DC 15) and harms this machine, too.
Horns. (AC 16; hp 30) Destroying this component
will disable the ram attack.
Actions
Multiattack. The Charger makes two attacks: a ram
one and a kick.
Kick. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 13 (3d6 + 3) bludgeoning damage.
Ram. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 17 (3d8 + 3) bludgeoning damage.
Reactions
Blind Kick. When a Charger hits with a kick as an
opportunity attack, it deals an extra 5 (1d8)
bludgeoning damage.

CHAPTER 5: BESTIARY
31
Thanks to their exceptional electronic and cyberwarfare
 capabilities, Corruptors easily overwhelmed human armies
The Corruptor, or FAS-ACA3 Scarab is an ancient war by turning their own weapons against them.
machine manufactured by Faro Automated Solutions as part Many Corruptors were destroyed during Operation
of the Peacekeeper line of automated defense systems. Like Enduring Victory, but they produced faster than they could be
all corrupted Faro machines, the Corruptor is capable of destroyed and quickly overran human defenses. Finally, all
hijacking other machines, self-replication and fueling itself the biomass on Earth was consumed and they fell dormant
with biomass. for centuries until humans reappeared and began to unearth
them. The Eclipse cult put them to good use by using their
 Override ability to recruit machines for their army.
News reached the Nora about machines that were
The Corruptor loosely resembles a black scorpion. Its lower "corrupted," acting overly aggressive and committing
assembly consists of a small hub for four long legs. The sleek coordinated attacks, contrary to their typical animal-like
upper chassis contains an ominous glowing red sensor array, behavior. Soon after a War Party is sent after the Eclipse
weapons, and a long, pointed tail. The sleek body of the detachment that slaughtered the Proving contestants, a
Corruptor is black and decently armored. Corruptor attacks a Nora fort and breaches the gate with the
Compared to the more organic GAIA machines like aid of several Corrupted machines.
Watchers and Striders, Corruptors look alien and dangerous.

 Corruptors are well-equipped machines of war, and were
Designed in the mid-21st century by Faro Automated instrumental in mankind's fall in the 21st century thanks to
Solutions, Corruptors, then known as the Scarab, served as a their signature ability; they can override and control any
fast attack unit with more emphasis on speed than automated unit and turn it against their enemy.
overwhelming firepower like the Deathbringer. Hundreds, if In addition to this, the Corruptor is armed with grenade
not thousands, were produced and used in militaries all over and spike launchers that give it varied ranged options, as well
the world as "peacekeepers." When a "glitch" caused the Faro as a long, barbed tail to impale enemies. Finally, the
Plague that threatened the entire world, they became hostile Corruptor can also use its agility to its advantage, whether
and began to self-replicate, attacking in hordes. running down an enemy or performing a long-distance jump
to outmaneuver its opponents.
  
Corruptors can force other machines to bring them to fight by
its side. Any machine hijacked in this way gains the
Corrupted Template (see here) and acts without any memory
of past. A Corruptor can use this ability once per day.
As a DM, you can decide how much and which machines
near the Corruptor are being hijacked at the same time.
Bearing in mind that with this feature Corruptors gain allies
indefinitely, you should choose wisely the number of
machines that are being affected.

Corruptors can loot random objects after being killed like
Metal Shards, Metalburn, Luminous Braidings and a Medium
Machine Core in addition to specific items as Corruptor Lens
or Corruptor Heart.

CHAPTER 5: BESTIARY
32
 Components
Large construct (machine), evil Grenade Launcher. (AC 16; hp 35) Destroying this
component disables the Grenade launch attack.
Armor Class 14
Hit Points 172 (16d10 + 64) Heat Core. (AC 19; hp 25) This component is exposed
Speed 35 ft. when the machine overheats. Hitting it when exposed
causes massive damage.
Spike Launcher. (AC 16; hp 30) Destroying these
STR DEX CON INT WIS CHA component disables the ranged spikes attack.
18 (+4) 14 (+2) 19 (+4) 3 (-4) 12 (+1) 1 (-5)
Actions
Saving Throws Str +8, Con +8 Multiattack. The Corruptor makes two attacks chosen
Damage Vulnerabilities fire, physical damage to Heat from: claws, tail or spikes.
Core
Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one
Damage Immunities poison, psychic
target. Hit 21 (3d10 + 4) slashing damage and the
Condition Immunities charmed, exhaustion, frightened,
target must succeed on a DC 16 Strenght saving throw
override, poisoned
or be knocked prone.
Senses passive Perception 15
Challenge 11 (7200 XP) Grenade Launch. The Corruptor hurls a grenade that
explodes at a point it can see within 60 feet of it. Each
Hijacking other machines. See the description. creature in a 20-foot-radius sphere centered on that
point must make a DC 18 Dexterity saving throw. A
Immutable form. The Corruptor is immune to any spell creature takes 25 (6d6 + 4) fire damage on a failed
or effect that would alter its form. save, of half as much on a successful one.
Magic Resistance. The Corruptor has advantage on Spikes. Ranged Weapon Attack: +6 to hit, reach 30/120
saving throws against spells and other magical effects. ft., one target. Hit 5 (2d6 + 2) piercing damage.
Magic Weapons. The Corruptor's weapon attacks are Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one
magical. target. Hit 17 (3d8 + 4) piercing damage or 32 (6d8 +
Overheating. Dealing 20 or more fire damage between 4) piercing damage if the target is prone.
Corruptor's turns causes it to overheat. When
overheated, the Corruptor exposes the CPU Core and
Cooling Rods components until the end of the
machine's next turn.

CHAPTER 5: BESTIARY
33
Centuries passed. Zero Dawn, managed by its governing AI
 GAIA, successfully terraformed the planet and reestablished
The Deathbringer is one of three machines of the ancient life, including the human species, though because of early
Chariot Class, manufactured by the robotics and technology sabotage by an unhinged Ted Faro, they lived in primitive,
corporation Faro Automated Solutions during the mid 21st tribal societies. Meanwhile, the millions of Khopeshes and
century. As such, it was designated by FAS as the FAS-FSP5 other Faro Plague robots lay buried. Following GAIA's self-
Khopesh. destruction, the rogue subordinate function HADES began
pursuing its objective of destroying the new biosphere.
Denied the use of Zero Dawn, HADES was forced to resort
 to other methods, and it decided to use the Faro Plague. To
A Deathbringer is a large and very powerful mobile weapons do so, it manipulated the leaders of the Shadow Carja into
platform, comparable in size to the largest contemporary forming a cult in its service, the Eclipse. It had the Eclipse
combat machines. Unlike Zero Dawn machines or even the acquire numerous Faro Plague robots, including Khopeshes,
other machines in the Chariot Line, Deathbringers have no which it reactivated to bolster the cult’s strength, as it
resemblance to any fauna. A Deathbringer’s means of planned to use the cult as an army to reach a Zero Dawn
ambulation consists of six stout legs, each with a vertical transmission array, known to the new humans as "the Spire",
piston at the end. Each leg is equipped with a stabilizer. The sited nearby the Carja capital Meridian to reactivate the Faro
legs are connected radially to a circular swivel that allows the Plague robots worldwide.
head, which is laterally wider than the span of the legs, to In accordance with HADES’ command, the Eclipse
turn 360 degrees. The head carries several formidable acquired several Khopeshes and other Faro Plague robots.
weapons: a flamethrower, a grenade launcher, a gun turret, a Khopeshes were exhumed at ancient ruins such as Maker's
heavy cannon turret, a swarm launcher and a repeater cannot End, and extracted from within the colossal derelict Metal
turret. The head also carries cooling rods and the machine’s Devils that had manufactured them, at sites such as the
CPU. Tough armor plating covers the entire chassis. Two Grave-Hoard and in The Jewel. They were used by the Eclipse
optical sensors are located centrally at the front of the head, in their large-scale operations such as their invasion of the
in a vertical location, on each side of the CPU’s housing. Nora Sacred Land. While some recovered Khopeshes could
not be restored, the Eclipse were able to scavenge machine
 guns from their chassis and use them in combat. Due to their
The FAS-FSP5 Khopesh was designed by Faro Automated incredible firepower, the Eclipse named these ancient
Solutions, and developed as part of FAS’ Chariot line of machine as "Deathbringers".
combat robots (ironically named Peacekeepers). Khopeshes 
were the heavy firepower units of a swarm. Additionally, they
could consume biomass as fuel in the event of fuel line While Deathbringers are incapable of any ambulation beyond
interdiction, and their OS’ security was considered to be short mechanical steps, their powerful array of ranged
virtually unbreakable. attacks compensate for this limitation. Additionally, they have
In 2064, a swarm owned by the Hartz-Timor Energy a high capacity to sustain damage, comparable to the most
Combine stopped responding to commands, began powerful contemporary machines, and their extensive armor
replicating at an unexpectedly high rate, and defaulted to plating prevents restraining weapons such as Ropecaster
biomass conversion as its fuel supply. The swarm came to be lines from gaining purchase on their chassis; thus, they
called the Faro Plague, and began to relentlessly consume cannot be tied down.
the biosphere, ultimately eradicating all life. With no chance
of containment or regaining control of the swarm, Project 
Zero Dawn was implemented to eventually brute force the Deathbringers can loot random objects after being killed like
swarm’s deactivation codes, shut the robots down, terraform Metal Shards, Metal Vessels, Metalburn, Crystal Braidings
the ravaged Earth and reestablish life after its extinction. and a Large Machine Core in addition to specific items as
The Khopeshes and other Faro robots that had overrun the Deathbringer Lens or Deathbringer Heart.
planet numbered in the millions before they were shut down
and buried by the system.

CHAPTER 5: BESTIARY
34
 Flame Thrower. (AC 20; hp 42) Destroying this
component disables the Flamethrower Burst attack.
Gargantuan construct (machine), unaligned
Grenade Launcher. (AC 22; hp 50) Destroying this
Armor Class 18 component disables the Grenades attack.
Hit Points 340 (17d20 + 153) Gun Turret. (AC 20; hp 75) This heavy machine gun can
Speed 30 ft. be picked up and used after it has been detached.
Swarm Launcher. (AC 20; hp 42) Destroying these
STR DEX CON INT WIS CHA components disables the Swarm of Missiles attack.

23 (+6) 8 (-1) 28 (+9) 3 (-4) 11 (+0) 1 (-5) Stabilizer. (AC 19; hp 22) Hitting this component cause
the machine to fall on its side. The Deathbringer gain
the restrained condition until the beginning of the
Saving Throws Str +12, Con +15 machine's next turn.
Damage Vulnerabilities physical damage to CPU Core
Damage Resistances physical damage from nonmagical Actions
weapons
Damage Immunities poison, psychic Multiattack. The Deathbringer makes two Cannon Burst
Condition Immunities charmed, corrupted, daemonic and a Grenade attacks.
status, exhaustion, frightened, poisoned Cannon Burst. Ranged Weapon Attack: +15 to hit, reach
Senses passive Perception 10 40ft., one target. Hit 14 (3d8) fire damage.
Challenge 20 (25000 XP)
Flamethrower Burst (Recharge 5-6) The Deathbringer
Immutable form. The Deathbringer is immune to any spreads fire in a 20-foot cone. Each creature without
spell or effect that would alter its form. total cover in the area must make a DC 25 Constitution
saving throw, taking 63 (14d8) fire damage on a failed
Legendary Resistance (3/Day). If the Deathbringer fails a save, or half as much on a successful one.
saving throw, it can choose to succeed instead. Grenade. The Deathbringer fires a bomb within a range
Magic Resistance. The Deathbringer has advantage on of 40 feet that works as Fireball spell (lv 3, DC 22).
saving throws against spells and other magical effects.
Legendary Actions
Magic Weapons. The Deathbringer's weapon attacks are
magical. The Deathbringer can take 3 legendary actions,
choosing from the option below. Only one legendary
Overheating. Dealing 30 or more fire damage between action option can be used at a time and only at the end
Deathbringer's turns causes it to overheat. When of another creature's turn. The Deathbringer regains
overheated, the Deathbringer exposes the CPU Core spent legendary actions at the start of its turn.
and Cooling Rods components until the end of the
machine's next turn. Grenade. The Deathbringer makes a Grenade attack.
Siege Monster. The Deathbringer deals double damage Stomp. The Thunderjaw hits the ground with a powerful
to objects and structures. foot stomp. Each creature within 20 feet of it take 14
(3d8) bludgeoning damage and must succeed on a DC
Components 20 Strenght saving throw or be knocked prone.
Cannon Turret. (AC 20; hp 50) Destroying this Swarm of Missiles (Costs 2 Actions). The Deathbringer
component disables the Cannon Burst attacks. locates up to three targets within 60 feet and fires
missiles against them. Each target must make a DC 25
Cooling Rods. (AC 20; hp 20) This component is Dexterity saving throw, taking 19 (5d6) thunder
exposed when the machine overheats and refill its hps damage on a failed save, or half as much on a
when the overheating stops. Each time your damage successful one. In addition, on a failed save the target is
reduce this component to 0 hit point, the amount of pushed 15 feet away and is knocked prone.
damage needed to trigger the Overheating feature
lowers by 5 fire damage, to a minimum of 15.
CPU Core. (AC 24) This component is exposed only
when the machine overheats. Hitting it causes massive CHAPTER 5: BESTIARY
damage. 35
A Daemonic Fireclaw was used by HEPHAESTUS as the
 primary defense of the cauldron’s core against an expedition
that infiltrated the cauldron. The expedition, composed of the
Like its twin machine the Frostclaw, this huge, ursine Nora huntress Aloy, the Banuk shaman Ourea, and the
machine is classed as an Acquisition machine and functions erstwhile Banuk chieftain Aratak, prompted HEPHAESTUS
at such. However, Fireclaws have a dual purpose as hunter- to deploy the Fireclaw when Aloy attempted to access the
killer units for deployment against humans. They are the first core. The machine proved extremely effective against the
and so far only known machines specifically developed for three expert hunters.
this purpose, a task that they are exceptionally well-equipped In addition to its highly formidable combat abilities,
to perform. As such, they represent an escalation in their HEPHAESTUS spontaneously generated Control Towers to
creator HEPHAESTUS' hostility to humans and its efforts to repair any damage the Fireclaw sustained mid-battle. While
dissuade humans from hunting machines. the party ultimately prevailed against it, their incursion was
too late to prevent HEPHAESTUS from releasing the
 aforementioned small number of Fireclaws from the
Fireclaws were created by the AI HEPHAESTUS at Cauldron into The Cut. While Fireclaws are still present in
Cauldron EPSILON, in the Banuk region known as The Cut. the Cut, only one or two can now be found in the region, both
Given that the Frostclaw is similar in appearance and design, at remote sites. This significantly reduces the threat they
they may have served as an inspiration or prototype for pose.
Fireclaw design. As previously outlined, Fireclaws are the 
first and only known anti-human hunter-killer machines.
Apparently satisfied with their capabilities and suitability for Like the Frostclaw, the Fireclaw is somewhat ursine in
this purpose, HEPHAESTUS began to mass-produce appearance, movement and locomotion. Its chassis
thousands of them. However, it was only able to produce and resembles the body and has the gait of a grizzly bear.
release a small number of them before EPSILON’s Presumably, HEPHAESTUS modeled the Fireclaw and
destruction. Frostclaw after the long-extinct animal, which was native to
the region during the time of the Old Ones. Its size is
comparable to that of a Thunderjaw, making it one of the
largest machines. The head ends in a pointed, toothy snout
with a three-mandible jaw containing system of rollers. A pair
of optical sensor arrays is located in the same position as a
bear’s eyes would be. Mounted on each forelimb are a pair of
gear like wheels, whose purpose is unknown. There is an
armor-protected fire generation unit, known as a Fire Unit,
on its chest, and power cells are located on its lower back.
Fire Sacs, armored storage tanks containing Blaze, are built
into its chassis, similar to Fire Bellowbacks.
However, while the Fire Bellowback’s tanks are
prominently placed on its back and throat, the Fireclaw’s
tanks are seamlessly built into its shoulders and are much
more damage resistant.
Furthermore, while the Fire Bellowback and Freeze
Bellowback are identical in all respects except for their
respective elements of Fire and Freeze, Fireclaws are are
much larger than Frostclaws, have a considerably higher
capacity to resist and sustain damage, and their armor is
much tougher.
Like most large machines, Fireclaws are solitary and
almost never seen in groups. They are only known to be
found in The Cut; the region’s geography prevents them from
entering nearby territories, such as the Nora Sacred Lands to
the south. As previously stated, Fireclaws have a secondary
purpose as acquisition machines, and are classified as such.
They can be frequently seen mining soil for mineral
resources at their respective sites, in the same manner as
Tramplers. They also scavenge destroyed machines.

Like the grizzly bear, the Fireclaw is able to adopt both a
quadrupedal and bipedal stance. In either stance it employs
fast, relentless and deadly fire-based range attacks and fire-
augmented melee attacks.

CHAPTER 5: BESTIARY
36
Its capacity to sustain damage is rivaled only by the four Curiously, the power cell on its back has little armor; strikes
other largest and most powerful machines known.Its damage on it with Shock arrows on cause an electrical explosion
resistance is even greater than that of these machines, which stuns the machine; indeed this is the only way to stun a
particularly against explosives. Even if one of its flammable Daemonic Fireclaw via Shock. However, even so, the
liquid tanks is punctured and explodes, the blast damage is machine recovers faster than normal.
minimal. Furthermore, Daemonic Fireclaws share the A Fireclaw’s only significant structural and tactical liability
immunity of all Daemonic Machines to Corruption and is its Fire Unit. Provided that both its Fire Sacs have been
Override, and also share their very high resistance to Shock. destroyed, repeated strikes on the fire generation unit with
Additionally, despite their huge size, they are quite agile and ranged weapons will destroy it in a massive Fire explosion
fast, able to run and spring with surprising speed. and inflict a permanent Burn state that eventually kills the
Fireclaws are particularly susceptible to Freeze attacks. Fireclaw. However the machine’s tough armor plating makes
However, their damage resistance renders subsequent this difficult, and the Fireclaw’s high capacity to sustain
attacks in this state much less effective than on other damage makes the time until the Burn state finally destroys it
machines, and their size size makes inflicting a Freeze state quite long.
on it a lengthy process; even high-powered Freeze weapons,
such as the Icerail, take several seconds to do so. 
The Fire Sacs on a Fireclaw’s shoulders can be struck with Fireclaws can loot random objects after being killed like
Fire Arrows to cause a corresponding elemental explosion Metal Shards, Blazes, Sparkers, Echo Shells, Crystal
that inflicts a Burn state on the Fireclaw, but this state causes Braidings and a Large Machine Core in addition to specific
minimal damage and quickly dissipates. However, if these items as Fireclaw Lens or Fireclaw Heart.
tanks are indeed destroyed, the Fireclaw’s claw attacks are
weakened somewhat, and are entirely deprived of their Fire
effect.

CHAPTER 5: BESTIARY
37
 Actions
Gargantuan construct (machine), unaligned Multiattack. The Frostclaw makes a number of attacks
depending on its stance. When in Quadrupedal Stance,
Armor Class 17 it makes two attacks with claws or two slams. When in
Hit Points 318 (18d20 + 126) Biped Stance, it makes three attacks with claws or two
Speed 40ft. (quadruped), 15ft. (biped) attacks with slam, fire rock, or both.
Claw. Melee Weapon Attack: +13 to hit, reach 15ft., one
STR DEX CON INT WIS CHA target. Hit 19 (2d10 + 7) slashing damage plus 13
(4d6) fire damage.
24 (+7) 12 (+1) 24 (+7) 9 (+0) 13 (+1) 2 (-4)
Fire Rock (Biped Stance Only). Ranged Weapon Attack:
+7 to hit, range 40/160 ft., one target. Hit: 12 (1d10 +
Saving Throws Str +13, Con +13 7) bludgeoning damage plus 13 (4d6) fire damage.
Damage Vulnerabilities physical damage to Fire Unit
Damage Resistances fire, physical damage from Lava Burst (Quadruped Stance Only). The Fireclaw sinks
nonmagical weapons its hands into the ground and produce lava geysers in a
Damage Immunities poison, psychic 30-feet-cone that becomes difficult terrain and last for
Condition Immunities charmed, exhaustion, frightened, 1 minute. When a creature enters the affected area for
poisoned the first time on a turn or starts its turn there, the
Senses passive Perception 18 creature must succeed on a Constitution saving throw
Challenge 18 (20000 XP) or take 13 (4d6) fire damage and catches fire; until
someone takes an action to douse the fire, the creature
Change Stance. The Fireclaw can use a bonus action to takes 13 (4d6) fire damage at the start of each of its
change stance from biped to quadruped or vice versa. turns.
However, it can change stance before or after all attack Lunge Dive (Quadruped Stance Only). The Frostclaw
actions. jumps up to 30 feet in a straight line towards a target
and can move through the space of any creature
Immutable form. The Fireclaw is immune to any spell or smaller than Huge. Before landing, it make a Slam
effect that would alter its form. attack against the target. It the attack hits, the target
Magic Resistance. The Fireclaw has advantage on saving takes an extra 23 (4d10) bludgeoning damage and
throws against spells and other magical effects. must also succeed on a DC 21 Strenght saving throw
or be pushed 10 feet away and be knocked prone.
Magic Weapons. The Fireclaw's weapon attacks are
magical. Rock Shield (Biped Stance Only). The Fireclaw pull out a
giant piece of stone and uses it as a shield. While
Components wielding it, the Fireclaws gains a +5 bonus to AC. If the
Fire Sac. (AC 20; hp 80) Destroying this component Fireclaw starts it turn wielding the shield, it can throw it
halves the fire damage dealt by claw, fire rock and slam as an action, than it can change stance. Ranged Weapon
attacks. Each creature within 30 feet of it must make a Attack: +13 to hit, range 40/160 ft., one target. Hit: 24
DC 23 Dexterity saving throw, taking 28 (8d6) fire (3d10 + 7) bludgeoning damage.
damage on a failed save, or half as much damage on a Slam. Melee Weapon Attack: +13 to hit, reach 15ft.,
successful one. one target. Hit 24 (3d10 + 7) bludgeoning damage
plus 13 (4d6) fire damage.
Fire Unit. (AC 24) Hitting this covered module deals
greater damage to the machine. Legendary Actions
Power Cell. (AC 19; hp 75) Hitting this component with The Fireclaw can take 3 legendary actions, choosing
lightning damage has 70% of probab. of triggering an from the options below. Only one legendary action
explosion that works as Fireball spell (lv 7, DC 23), but option can be used at a time and only at the end of
deals lightning damage instead of fire damage and another creature's turn. The Fireclaw regains spent
harms this machine, too. legendary actions at the start of its turn.
Attack. The Fireclaw attacks once with its claws.
Furnace Blast (Costs 2 Actions). The Fireclaw releases a
burst of searing steam around it. Each creature within
10 feet of it must succeed on a DC 23 Strenght saving
throw or be pushed 20 feet away and be knocked
prone.

CHAPTER 5: BESTIARY
38

The Frostclaw is an ursine machine exclusive to Horizon
Zero Dawn: The Frozen Wilds. While it is described as an
Acquisition-class machine, the Frostclaw is also built for
combat, employing brutal cryo-based and melee attacks.

The Frostclaw is ursine in appearance and movement,
resembling a very large polar bear. Several tubes throughout
its chassis glow a bright blue, and it is covered with white
armor plates to provide it some camouflage against the
snowy terrain. Its head features a trangular snout with six
visual sensors (three on each side) The Frostclaw has Freeze
Sacs built into each shoulder, as well as a large ice generator
built into its chest. Unlike most machines, whose chassis
have wires lying just underneath the armor plating, the
Frostclaw has a black "skin" which covers most of its
circuitry.

The Frostclaw has only begun to appear recently and is
exclusively found in the Cut. These machines were created by
HEPHAESTUS, a subordinate function of GAIA that was
initially a component of Project Zero Dawn. In a
phenomenon similar to the Derangement encountered in the
Sacred Lands and the Sundom, HEPHAESTUS took over
CYAN, a smaller, less powerful benevolent AI. CYAN
controlled the Firebreak facility hidden in Thunder's
Drum until HEPHAESTUS took over and began
repurposing it to produce deadly machines in an
effort to protect its creations from human
interference. HEPHAESTUS built another
cauldron known as Cauldron EPSILON inside
the volcano's core to harness the geothermal
energy from it and started to create
Frostclaws and the more powerful Fireclaw.
While Acquisition-class machines (which is
a necessity due to the geothermal nature of
Firebreak), the Frostclaws were also
designed to be hunter-killers. They proved
deadly in the latter task; in a full-on encounter with these new
machines, even Aratak's fierce and skilled Banuk warriors
lost more than half of their numbers and were forced to flee
the mountain before they could recover their fallen comrades.

Similar to bears, Frostclaws have the ability
to freely switch between a four-legged
(quadrupedal) and two-legged (bipedal) position.
The Frostclaw employs unique offensive
attacks depending on which stance it is in.

Frostclaws can loot random objects after being killed like
Metal Shards, Sparkers, Chillwater, Wires, Echo Shells,
Luminous Braidings and a Medium Machine Core in addition
to specific items as Frostclaw Lens or Frostclaw Heart.

CHAPTER 5: BESTIARY
39
 Actions
Huge construct (machine), unaligned Multiattack. The Frostclaw makes a number of attacks
depending on its stance. When in Quadrupedal Stance,
Armor Class 14 it makes two attacks with claws or two slams. When in
Hit Points 250 (20d12 + 120) Biped Stance, it makes three attacks with claws or two
Speed 40ft. (quadruped), 10ft. (biped) attacks with slam and/or frozen rock.
Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one
STR DEX CON INT WIS CHA target. Hit 18 (2d10 + 6) slashing damage plus 13
(4d6) cold damage.
23 (+6) 12 (+1) 22 (+6) 9 (+0) 13 (+1) 2 (-4)
Frozen Rock (Biped Stance Only). Ranged Weapon
Attack: +6 to hit, range 30/120 ft., one target. Hit: 12
Saving Throws Str +12, Con +13 (1d10 + 6) bludgeoning damage plus 13 (4d6) cold
Damage Vulnerabilities physical damage to Freeze Unit damage.
Damage Resistances cold, physical damage from
nonmagical weapons Hug & Crush (Biped Stance Only). Melee Weapon
Damage Immunities poison, psychic Attack: +11 to hit, reach 10 ft., one creature. Hit: 23
Condition Immunities charmed, exhaustion, frightened, (3d8 + 6) bludgeoning damage and the target is
poisoned grappled (escape DC 21). Until the grapple ends, the
Senses passive Perception 18 target is restrained and the Frostclaw crushes it dealing
Challenge 17 (18000 XP) 26 (4d12) bludgeoning damage, then throws it 20 feet
away and the target falls prone.
Change Stance. The Frostclaw can use a bonus action to Ice Spikes (Quadruped Stance Only). The Frostclaw sinks
change stance from biped to quadruped or vice versa. its hands into the ground and produce ice spikes in a
However, it can change stance before or after all attack 30-feet-cone that becomes difficult terrain and last for
actions. 1 minute. When a creature enters the affected area for
the first time on a turn or starts its turn there, the
Immutable form. The Frostclaw is immune to any spell creature must succeed on a Dexterity saving throw or
or effect that would alter its form. take 13 (4d6) cold damage and be restrained. A
Magic Resistance. The Frostclaw has advantage on creature that starts its turn in the area and is already
saving throws against spells and other magical effects. restrained by the spikes takes 13 (4d6) cold damage. A
creature restrained by the spikes can use its action to
Magic Weapons. The Frostclaw's weapon attacks are make a DC 19 Strength or Dexterity check (its choice).
magical. On a success, it frees itself.
Components Lunge Dive (Quadruped Stance Only). The Frostclaw
Freeze Sac. (AC 17; hp 80) Destroying this component jumps up to 30 feet in a straight line towards a target
halves the cold damage dealt by claw, frozen rock and and can move through the space of any creature
slam attacks. Each creature within 30 feet of it must smaller than Huge. Before landing, it make a Slam
make a DC 19 Dexterity saving throw, taking 28 (8d6) attack against the target. It the attack hits, the target
cold damage on a failed save, or half as much damage takes an extra 23 (4d10) bludgeoning damage and
on a successful one. must also succeed on a DC 21 Strenght saving throw
or be pushed 10 feet away and be knocked prone.
Freeze Unit. (AC 21) Hitting this covered module deals Slam. Melee Weapon Attack: +11 to hit, reach 5ft., one
greater damage to the machine. target. Hit 24 (3d10 + 6) bludgeoning damage plus 13
Power Cell. (AC 16; hp 75) Hitting this component with (4d6) cold damage.
lightning damage has 70% of probab. of triggering an
explosion that works as Fireball spell (lv 7, DC 21), but
CHAPTER 5: BESTIARY
deals lightning damage instead of fire damage and
40 harms this machine, too.

Large construct (machine), unaligned

Armor Class 16
Hit Points 130 (16d10 + 36)
Speed 15 ft., fly 90 ft.

STR DEX CON INT WIS CHA


13 (+1) 19 (+4) 16 (+3) 3 (-4) 11 (+0) 1 (-5)

Saving Throws Dex +8, Con +7


Skills Acrobatics +8
Damage Vulnerabilities fire
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses passive Perception 14
Challenge 11 (7200 XP)

Flyby. The Glinthawk doesn't provoke an opportunity The Glinthawk is an aerial GAIA Terraformer Machine which
attack when it flies out of an enemy's reach. resembles a bird, much like the similar Stormbird, though far
Immutable form. The Glinthawk is immune to any smaller. Its purpose is to scavenge destroyed Machines, but it
spell or effect that would alter its form. will attack humans on sight with damaging ice attacks.
Magic Resistance. The Glinthawk has advantage on
saving throws against spells and other magical

effects. Glinthawks have several avian characteristics, such as armor
Magic Weapons. The Glinthawk's weapon attacks are plating that resembles feathers, and avian wings, tail, legs
magical. and feet. The general appearance of the chassis resembles
that of a vulture. The beak is composed of three separate
Scavenge Chassis. See the description. jaws made to firmly grasp mechanical parts. It has two visual
Components sensors in the same position as a vulture's eyes. A Freeze
Sac, containing a volatile liquid, is positioned on its breast.
Beak. (AC 18; hp 30) Destroying this component
disables the Glinthawk's ability to Scavenge chassis 
from other machines.
Glinthawks were created by GAIA as part of the terraforming
Freeze Sac. (AC 20; hp 45) Destroying this process after the Faro Plague destroyed Earth's biosphere in
component disables the ranged Freeze spit attack the mid-21st century. As such, they were one of the first
and triggers an explosion. Each creature within 30 Machines encountered by humans as they explored and
feet of it must make a DC 18 Dexterity saving settled in their tribal lands. Glinthawks perform the same
throw, taking 28 (8d6) cold damage on a failed
save, or half as much damage on a successful one.
function with destroyed Machines that vultures perform with
carrion; they process parts from the chassis of destroyed
Actions Machines for recycling.
Initially, Glinthawks were docile Machines that shied away
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 22 (4d8 + 4) slashing damage.
from a human if one approached a herd. However, with the
onset of the Derangement, Glinthawks, and all other GAIA
Freeze Spit. The Glinthawk spits cold liquid to a Terraformers, began exhibiting increasing hostility toward
creature within 30 feet that must make a DC 20 humans. By the time the Nora Brave Aloy became an adult,
Dexterity saving throw. The target takes 14 (4d6) Glinthawks were attacking humans on sight.
cold damage on a failed save, or half as much Sometimes Glinthawks were deliberately used by humans
damage on a successful one. In addition, on a failed as weapons. They can be attracted by using devices that emit
save creatures gain the lv 3 of exhaustion. specific radio signals. However, a flock of Glinthawks can be
Moreover, the 20-feet-radius area centered on the
target becomes difficult terrain and each creature
very dangerous if summoned in this way.
that starts its turn in that area must succeed on a
DC 18 Constitution or gains 1 lv of exhaustion. The
exhaustion condition lasts for 1 minute or until
someone takes an action to reheat the creature.
(Exhaustion: PHB 291).

MACHINES | GLINTHAWK
41
 
Glinthawks normally congregate in flocks of three or more. Glinthawks can loot random objects after being killed like
This makes them particularly dangerous, as they therefore Metal Shards, Sparkers, Chillwaters, Wires and a Small
attack as a flock. Like Stormbirds, their attacks are made Machine Core in addition to specific items as Glinthawk Lens
even more potent by the superiority of aerial attacks against or Glinthawk Heart.
ground targets. A Glinthawk has one ranged attack and one
melee attack.
Glinthawks can lift the chassis of small destroyed
Machines such as Watchers, in order to carry them off for
scavenging. They will congregate around the chassis of a Author's N
Machine that is too large for them to lift and scavenge the
chassis in situ. It is unknown if they work in conjunction with Depending on moacte
Scrappers, their terrestrial counterparts, or compete with how many times a hine's size and condition,
Glinthawk can sc th DM establishes
them for resources. However, given that Machines never from a chas av ge for ehea
attack each other unless one has been corrupted or to five timessi. s. Generally, machines caen n be scavengel itself
overriden, it is likely that the two would work together rather These m d from one
than in competition, though this has never been seen. Overall, theacchhalinlees are also designed for enco
nge rating should u
be about 14.nters with 3-5 units.
 
Glinthawks can recycle chassis of other machines by
dismantling and eating them. The Glinthawk takes 1 minute
to recycle the chassis and regains 21 (6d6) hit points.

CHAPTER 5: BESTIARY
42
front of their heads, which are fitted with a pair of metallic
 antlers. Grazers carry four Blaze canisters on their backs,
Grazers are relatively peaceful machines that resemble deer. and walk on four elongated legs similar to those of a Watcher.
They roam the plains in herds and may be accompanied by 
smaller groups of Watchers for protection.
Grazers were created by GAIA as part of the terraforming
 process after the Faro Plague wiped out all biomass on Earth
in the 21st century. As their name suggests, they create fuel
The overall appearance and size of the Grazer seems to fit for other machines by consuming vegetation. Grazers
that of some kind of cervid, like a deer, reindeer, or elk, and became very commonplace and, for a long time, were
their behavior is similar to such organic animals. Like peaceful machines that shied away from humans if one was
Watchers, Grazers have long necks and one big eye on the spotted.
However, a decade before the game's events, the
Derangement took place and the Grazers, along with all the
 other machines, began to become more aggressive. They
Medium construct (machine), unaligned would often menace humans that attacked them instead of
running away or keeping their distance. Grazers would
Armor Class 13 sometimes attack humans on sight, especially if warned first
Hit Points 65 (10d8 + 20) by nearby Watchers. Fortunately, they were not too difficult to
Speed 40 ft. bring down and humans learned to stay out of sight.
At one point before the Derangement, a Carja Sunhawk
known as Farukawas killed a herd of Grazers so large that it
STR DEX CON INT WIS CHA covered the entire valley of Farback. It took all 14 members
13 (+1) 14 (+2) 15 (+2) 3 (-4) 11 (+0) 1 (-5) of the Lodge all day to carry the loot back.
Skills Perception +2 
Damage Vulnerabilities piercing damage to Blaze Although they will usually flee when attacked by prowling
Canister. hunters, Grazers may retaliate and face their foes once they
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
pinpoint them by ramming them and using their antlers.
poisoned Grazers seem to extract some sort of biofuel from bushes
Senses passive Perception 12 and grasses they graze on, hence their name. This fuel is
Challenge 2 (450 XP) presumed to be Blaze, due to the four Blaze Canisters on
their backs.
Charge. If the Grazer moves at least 20 feet straight
toward a target and then hits it with a ram attack on 
the same turn, the target takes an extra 10 (4d4) Grazers can loot random objects after being killed like Metal
bludgeoning damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or
Shards, Blazes, Sparkers, Wires and a Small Machine Core
be knocked prone.
in addition to specific items as Grazer Lens or Grazer Heart.
Immutable form. The Grazer is immune to any spell
or effect that would alter its form.
Magic Resistance. The Grazer has advantage on
saving throws against spells and other magical
effects.
Components
Blaze Canister. (AC 15; hp 12) Hitting this
component with fire damage has 70% of probab. of
triggering an explosion that deals 14 (4d6) fire
damage to all creatures within 15 feet and harms
this machine, too.
Rotor Blades. (AC 16; hp 15) Destroying these
components will disable the Charge ability.
Actions
Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 9 (2d6 + 2) bludgeoning damage.
Ram. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 11 (2d8 + 2) slashing damage.

CHAPTER 5: BESTIARY
43
They will charge and kick, and also employ a stabbing attack
 in which they charge at an enemy with their horns, inflicting
The Lancehorn is a machine in Horizon Zero Dawn. One of heavy damage.
the original Machines designed by GAIA, Lancehorns are 
skittish, but will attack if surprised by a human.
Lancehorns can loot random objects after being killed like
 Metal Shards, Metal Vessels, Sparkers, Chillwater, Wires and
a Small Machine Core in addition to specific items as
The Lancehorn bears a resemblance to a very large antelope Lancehorn Lens or Lancehorn Heart.
or gazelle, possessing a pair of parallel horns, four slender
legs, and a long neck. The horns are corkscrewed in
appearance, so designed to channel soil up into the Machine
for processing and mining of minerals. There is a single 
visual sensor at the end of the snout. A single unarmored
Freeze canister is positioned atop the lower back. Medium construct (machine), unaligned

 Armor Class 13


Hit Points 80 (11d8 + 30)
Lancehorns were created by GAIA as part of the terraforming Speed 40 ft.
process after the Faro Plague consumed the Earth's
biosphere in the mid-21st century, destroying all life in the
planet. As such, they were one of the Machines first STR DEX CON INT WIS CHA
encountered by humans when they settled in their various 13 (+1) 14 (+2) 16 (+3) 3 (-4) 11 (+0) 1 (-5)
tribal lands. Their main purpose seems to be to acquire raw
materials for use in creating new machines and likely deliver
supplies to the Cauldrons, automated facilities that build Skills Perception +2
Machines. Damage Vulnerabilities piercing damage to Freeze
Canister.
Like all other GAIA Terraformers, Lancehorns previously Damage Immunities poison, psychic
shied away from human contact. However, with the onset of Condition Immunities charmed, exhaustion,
the Derangement, Lancehorns and all other GAIA poisoned
Terraformers became increasingly aggressive toward Senses passive Perception 12
humans. By the time the Nora Brave Aloy became an adult, Challenge 3 (700 XP)
they would attack instead of fleeing when surprised. However,
this seemed to be the case only when the human was> in Charge. If the Lancehorn moves at least 20 feet
close proximity. It may be surmised that if a human surprised straight toward a target and then hits it with a horn
a herd, the Lancehorns that were close to the human would attack on the same turn, the target takes an extra 11
attack, giving the rest of the herd the opportunity to flee. (3d6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 14 Strength
 saving throw or be knocked prone.
Lancehorns employ melee attacks, making use of their horns, Immutable form. The Lancehorn is immune to any
legs and chassis. spell or effect that would alter its form.
Magic Resistance. The Lancehorn has advantage on
saving throws against spells and other magical
effects.
Components
Drill Horns. (AC 15; hp 20) Destroying these
components to disable the Horn attacks.
Freeze Canister. (AC 16; hp 16) Hitting this
component with cold damage has 70% of probab.
of triggering an explosion that deals 14 (4d6) cold
damage to all creatures within 15 feet and harms
this machine, too.
Actions
Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 9 (2d6 + 2) bludgeoning damage.
Horn. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 11 (2d8 + 2) piercing damage.

CHAPTER 5: BESTIARY
44
 
The Longleg is a medium sized bird-like machine. The Longleg is an agile machine that can alert other
machines to its location via an alarm. In this regard, it
 behaves like a more combat-capable Watcher. When in
combat, the Longleg utilizes quick movements, making it
The Longleg resembles a Phorusrhacid, more commonly very hard to engage once it has been alerted to an enemy's
known as "terror birds", ancient carnivorous flightless presence. For weapons, the machine uses sonic blasts to
creatures that were apex predators in their time. The head is disorient and overwhelm humans.
mounted on a long, very flexible neck with sensor gear and Like Scrappers and Thunderjaws, Longlegs can scan for
what looks like three antennae protruding from the casing, threats in a large area. They do so by emitting a supersonic
similar to those seen on a Sawtooth. A fan-like tail, stubby screech that presumably works the same way as
wings, and slender legs add to the appearance of a bird. In echolocation. Therefore, it is imperative to avoid lingering in
some ways, the Longleg resembles an enlarged Watcher. tall grass for too long when sneaking around Longlegs.
On the Longleg's chest are two devices that produce sonic
blasts, and two canisters are attached above the legs. 
 Longlegs can loot random objects after being killed like Metal
Shards, Sparkers, Echo Shells, Wires, Luminous Braidings
No one is sure where the Longleg came from, but this fierce and a Medium Machine Core in addition to specific items as
combat machine only appeared in recent years, some time Longleg Lens or Longleg Heart.
after the Derangement made the other machines more
aggressive.
It is likely that the Longleg is a modification of one of
GAIA's peaceful terraforming machines, as, while having
weapons and capable of fierce combat, it is designed to
resemble an organic animal.

CHAPTER 5: BESTIARY
45
 Alarm Signal. (AC 16; hp 15) Destroying this
component disables the Chicken scratch ability to call
Large construct (machine), unaligned
reinforcements.

Armor Class 14 Power Cell. (AC 17; hp 20) Hitting this component with
Hit Points 102 (12d10 + 36) lightning damage has 70% of probab. of triggering an
Speed 40 ft. explosion that works as Fireball spell (lv 4), but deals
lightning damage instead of fire damage and harms this
machine, too.
STR DEX CON INT WIS CHA Wing. (AC 17; hp 40) Destroying this component
13 (+1) 16 (+3) 17 (+3) 3 (-4) 12 (+1) 1 (-5) disables the Jumping wing blast and the Jumping
charge attacks and the Standing leap ability.
Saving Throws Dex +6, Con +6 Actions
Skills Acrobatics +7, Perception +4
Damage Vulnerabilities lightning Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one
Damage Immunities poison, psychic target. Hit 16 (3d8 + 3) slashing damage.
Condition Immunities charmed, exhaustion, poisoned Jumping Charge. The Longleg jumps up to 30 feet in a
Senses passive Perception 14 straight line towards a target and can move through the
Challenge 8 (3900 XP) space of any creature smaller than Large. Before
landing, it makes a Claws attack against the target. If the
Chicken scratch. When the Longleg is aware of an attack hits, the target takes an extra 9 (2d8)
enemy, emits an electronic screech to call bludgeoning damage and must also succeed on a DC
reinforcement at the end of its turn as bonus action. 16 Strength saving throw or be pushed 10 feet away
and be knocked prone.
Immutable form. The Longleg is immune to any spell or
effect that would alter its form. Jumping Wing Blast. The Longleg makes a little jump on
itself, then causes a burst landing on the ground. Each
Magic Resistance. The Longleg has advantage on saving creature within 20 feet of it must make a DC 16
throws against spells and other magical effects. Strength saving throw, being pushed 10 feet away on a
Magic Weapons. The Longleg's weapon attacks are failed save.
magical. Stun Blast. The Longleg emits a sonic blast in a line that
Standing Leap. The Longleg's long jump is up to 30 feet is 30 feet long and 5 feet wide. Each creature in that
and its high jump is up to 15 feet, with or without a line must succeed on a DC 17 Constitution saving
running start. throw or be stunned for 1 turn.

Components Reactions
Concussion Sac. (AC 16; hp 30) Destroying this Chicken Scratch. As soon as the Longleg detects a
component disables Stun blast attack and triggers a threat, immediately sends an alert message to every
compressed air explosion that deals 2d6 piercing machine within 40 feet.
damage to the Longleg.

CHAPTER 5: BESTIARY
46
 This gun can be shot off the Ravager's back and can be used
against the beast or other targets. The Ravager can use this
The Ravager is a machine in Horizon Zero Dawn. A fearsome weapon both while stationary and on the move.
combat machine, it is agile, tough, and equipped for battle.

 Ravagers can loot random objects after being killed like
In many ways, the Ravager closely resembles the Sawtooth, Metal Shards, Sparkers, Chillwater, Luminous Braidings,
and it may, in fact, be an "upgraded" version of it. However, Wires and a Medium Machine Core in addition to specific
while the Sawtooth closely resembles a big cat, the Ravager items as Ravager Lens or
more resembles a wolverine or large wolf. Ravager Heart.
The Ravager walks on four legs with clawed feet, has a
head with a toothy snout, and overlapping armor plates
across its head, shoulders, back, and front legs. The armor
plating is white and blue with a sort of camouflage pattern. It
has two antennae at the back end.
One quickly notices the large cannon on the Ravager's
back, primed to cut down targets. However, it also has two
canisters on its back and one on its belly that serve as weak
spots.

While a Sawtooth charges targets like a big cat, the Ravager
fights like a timber wolf, dodging around its prey and making
slashing attacks with its front claws and teeth. The Ravager is
both agile and fast, easily able to keep up with the target and
avoid projectiles.
The Ravager's main weapon is the Ravager
Cannon, an automatic energy weapon that
fires a rapid burst of powerful blue
projectiles similar to a Thunderjaw's
mouth cannon.

 Freeze Canister. (AC 17; hp 36) Hitting this component


with cold damage has 70% of probab. of triggering an
Large construct (machine), unaligned
explosion that works as Fireball spell (lv 4, DC 17), but
deals cold damage instead of fire damage and harms
Armor Class 13 this machine, too.
Hit Points 157 (15d10 + 75)
Power Cell. (AC 15; hp 36) Destroying these
Speed 50 ft.
components disables the lightning bonus damage to
the bite attacks. Hitting this component with lightning
STR DEX CON INT WIS CHA damage has 70% of probab. of triggering an explosion
that deals 21 (6d6) lightning damage to all creatures
21 (+5) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 1 (-5) within 15 feet and harms this machine, too.

Saving Throws Str +9, Con +9 Actions


Skills Stealth +4 Multiattack. The Ravager makes two attacks: one with
Damage Immunities poison, psychic its bite and one with its claws.
Condition Immunities charmed, exhaustion, frightened,
poisoned Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one
Senses passive Perception 14 target. Hit 16 (2d10 + 5) piercing damage plus 14
Challenge 12 (8400 XP) (4d6) lightning damage.
Cannon. The Ravager shoots projectiles from its cannon
Immutable form. The Ravager is immune to any spell or in a 30-foot cone. Each creature in that area must make
effect that would alter its form. a DC 16 Dexterity saving throw, taking 32 (6d8 + 5)
fire damage on a failed save, or half as much on a
Magic Resistance. The Ravager has advantage on saving
successful one.
throws against spells and other magical effects.
Claws. Melee Weapon Attack: +9 to hit, reach 10ft., one
Magic Weapons. The Ravager's weapon attacks are
target. Hit 22 (3d10 + 5) slashing damage.
magical.
Components
Ravager Cannon. (AC 16; hp 40) Destroying these
components disables the cannon attacks. This weapon
can be picked up and used after detached from the CHAPTER
MACHINES5:| BESTIARY
LONGLEG
machine. 47
sterilization at the hands of the Faro Plague in the mid-21st
 century. They have likely been around since before humans
The Rockbreaker is a machine in Horizon Zero Dawn. Highly reappeared. While other mining machines like Lancehorns
durable and capable of rapid movement on the surface or are able to gather materials from the surface, the
underground, Rockbreakers are one of the largest and most Rockbreaker can tunnel deep into the earth to gather
formidable machine types. valuable raw materials for use in the Cauldrons.
After the Derangement, an event which caused all the
 existing machines to become more aggressive towards
humans, the Rockbreaker's frightening speed, rugged design
The Rockbreaker most closely resembles a badger or a mole and powerful tools made it a menace to any humans nearby.
with a flat and durable body, broad shoulders, and powerful
front legs, although, unlike such creatures, this machine has 
a tail making up about a quarter of its length. Like all machines, with the exception of the Tallneck,
Its most prominent feature is the massive maw of a tricone Rockbreakers attack humans once aware of his/her presence.
roller drill mounted on its head, each drill bit is set on jaws to They behave like a "land shark," tunneling around leaving a
allow the mouth to open and close. It is a quadruped, the small dust wake to mark its position.
front pair of legs sporting huge claws. Under the machine's
belly are twin fuel sacs filled with Blaze, and twin exhaust 
ports are positioned atop the body at the base of the tail.
Rockbreakers can loot random objects after being killed like
 Metal Shards, Blazes, Echo Shells, Crystal Braidings and a
Rockbreakers seem to be one of the original Acquisition-class Large Machine Core in addition to specific items as
machines created by GAIA to terraform Earth after its Rockbreaker Lens or Rockbreaker Heart.

CHAPTER 5: BESTIARY
48
 Components
Huge construct (machine), unaligned Digging Arm. (AC 20; hp 85) Destroying these
components disables the ability to burrow
Armor Class 17 underground.
Hit Points 240 (17d12 + 119)
Speed 15 ft., burrow 90 ft. Exhaust Port. (AC 23) Hitting this component deals
greater damage to the machine.
Fuel Sac. (AC 21; hp 45) Hitting this component with
STR DEX CON INT WIS CHA fire damage has 70% of probab. of triggering an
26 (+8) 13 (+1) 24 (+7) 3 (-4) 12 (+1) 1 (-5) explosion that works as Fireball spell
(lv 8, DC 24) and harms this machine, too.
Saving Throws Str +15, Con +14 Actions
Skills Perception +8
Damage Vulnerabilities physical damage to Exhaust Port Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Damage Resistances fire, thunder; physical damage from target. Hit: 30 (4d10 + 8) piercing damage.
nonmagical weapons
Rock Smash. The Rockbreaker uses rotary tools in its
Damage Immunities poison, psychic
mouth to generate and hurl a rock shrapnel in a 40-foot
Condition Immunities charmed, exhaustion, frightened,
cone. Each creature in that area must make a DC 21
poisoned
Dexterity saving throw, taking 23 (5d8) bludgeoning
Senses darkvision 30 ft., tremorsense 60 ft.,
damage on a failed save, or half as much in a successful
passive Perception 18
one.
Challenge 17 (18000 XP)
Rock Volcano (Recharge 5-6). The Rockbreaker starts to
Immutable form. The Rockbreaker is immune to any erupt boulders around itself. Each creature within 20
spell or effect that would alter its form. feet of it must make a DC 24 Dexterity saving throw,
taking 45 (8d8) bludgeoning damage on a failed save,
Magic Resistance. The Rockbreaker has advantage on or half as much on a successful one.
saving throws against spells and other magical effects.
Magic Weapons. The Rockbreaker's weapon attacks are
Legendary Actions
magical. The Rockbreaker can take 3 legendary actions,
choosing from the option below. Only one legendary
Eruptive Burrower. If the Rockbreaker emerges from the action option can be used at a time and only at the end
ground and then hits with a bite attack, the target takes of another creature's turn. The Rockbreaker regains
an extra 11 (2d10) bludgeoning damage. The target spent legendary actions at the start of its turn.
and each other creature within 5 feet of the
Rockbreaker must succeed on a DC 24 Strenght saving Attack. The Rockbreaker attacks once with its bite.
throw or be knocked prone. Moreover, the Rockbreaker
doesn't provoke opportunity attacks when it burrows Dig. The Rockbreaker burrows and moves underground
out of an enemy's reach. up to its speed without provoking opportunity attacks.
Tunneler. The Rockbreaker can burrow through solid
rock at half its burrow speed and leaves a 10-foot-
diameter tunnel in its wake.

CHAPTER 5: BESTIARY
49
 
The Sawtooth is an exceptionally violent type of machine. It Sawteeth can loot random objects after being killed like
is designed after a saber-toothed cat. It serves as a sort of Metal Shards, Blazes, Sparkers, Wires, Luminous Braidings
apex predator in the place of organic big cats. and a Medium Machine Core in addition to specific items as
Sawtooth Lens or Sawtooth Heart.

The Sawtooth displays a pair of curved fang-like saw blades
on its upper jaw, hence the name "Sawtooth". These serve as 
its main weapons along with claws on the front legs. Large construct (machine), unaligned
Its body is shaped like that of a large feline, except it lacks
a significant tail structure. Its shoulders, head, and neck have Armor Class 11
tough armor plating, making it very hard to attack from the Hit Points 122 (12d10 + 60)
front. Three long, thin structures protrude from the middle of Speed 50 ft.
its back like an array of antennae.
 STR DEX CON INT WIS CHA
No one is sure where the Sawtooth came from, but this apex 19 (+4) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
predator only appeared in recent years, some time after the
Derangement made the other machines more aggressive. Skills Acrobatics +1, Perception +2
Sawteeth soon began to attack people like the Nora, killing Saving Throws Str +7, Con +8
and maiming many Braves. Damage Immunities poison, psychic
It is likely that the Sawtooth is an augmented design of an Condition Immunities charmed, exhaustion,
original terraforming machine designed by GAIA, as it still frightened, poisoned
highly resembles an organic creature and shares certain Senses passive Perception 13
characteristics of other, originally peaceful machines. It Challenge 7 (2900 XP)
seems designed to be able to bring down other machines,
perhaps fulfilling the purpose of balancing the population of Immutable form. The Sawtooth is immune to any
herbivore-based designs like Grazers and Striders. spell or effect that would alter its form.
Magic Resistance. The Sawtooth has advantage on
 saving throws against spells and other magical
Sawteeth are highly aggressive hunters. They can move effects.
incredibly fast and will relentlessly run down whoever they Magic Weapons. The Sawtooth's weapon attacks are
detect, attacking with their huge teeth and claws, and bowling magical.
them over with charge attacks.
Sawteeth may not have ranged weapons but put what Components
weapons they have to good use. Blaze Canister. (AC 17; hp 25) Hitting this
component with fire damage has 70% of probab. of
triggering an explosion that works as Fireball spell
(lv 4, DC 15) and harms this machine, too.
Actions
Multiattack. The Sawtooth makes two attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit 18 (3d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 14 (3d6 + 4) slashing damage.

CHAPTER 5: BESTIARY
50
 
The Scorcher is a machine exclusive to The Frozen Wilds. A The Scorcher has similar moves to the Sawtooth and
mid-sized combat machine that employs highly effective fire Ravager but these are enhanced by fire, giving it greater
attacks as well explosive mines, the Scorcher is a very agile, reach and doing elemental damage with every strike. The
aggressive, and dangerous machine that is only found in the Scorcher is a very aggressive machine that will attack in
Banuk region known as The Cut. quick succession with its claws and teeth.
Its Mine Launcher can deploy several mines at various
 positions that explode when they detect movement. Rather
than using these mines as traps like the Stalker does, the
The Scorcher is lupine in appearance, similar in size to a Scorcher uses them in an offensive way, launching them right
Sawtooth or Ravager. Its head has a long, vulpine three- where its opponent is standing.
mandibled snout, two large, pointed ear-like structures, one One of the main unique abilities of the Scorcher is using
on each side , and four visual sensors, two on each side, that thrusters on its back to quickly cover distance, leaving a trail
flash brightly when the machine is about to employ one of its of fire and using its claws to attack. This is one of its most
fire-based attacks. The Scorcher walks on four legs with dangerous and damaging attacks, but the Scorcher takes
clawed feet has armor plating on its chassis. A mine launcher some time to charge this attack.
is located on its back between the shoulders, and a heavily-
armored power cell is located on its lower back. An armored 
Blaze canister is located on each shoulder. Scorchers can loot random objects after being killed like
 Metal Shards, Sparkers, Blazes, Chillwaters, Wires,
Luminous Braidings and a Medium Machine Core in addition
Scorchers were developed by the AI HEPHAESTUS at to specific items as Scorcher Lens or Scorcher Heart.
Cauldron EPSILON in The Cut. To enhance their already
formidable innate combat abilities as well as augmenting
their resilience, HEPHAESTUS made them Daemonic. The
Nora Brave Aloy encountered a Daemonic Scorcher almost
immediately upon entering the path into into the region. They
were frequently used by HEPHAESTUS to guard its Control
Towers, as well as to patrol inside Cauldron EPSILON as a
security measure against intruders.

CHAPTER 5: BESTIARY
51
 Power Generator. (AC 17; hp 30) Destroying this
component causes a Furnace blast attack and then
Large construct (machine), unaligned
disables it.

Armor Class 13 Actions


Hit Points 161 (17d10 + 85) Multiattack. The Scorcher makes two attack: with its
Speed 50 ft. claws and/or with mine launch.
Mine launch. Ranged Weapon Attack: +4 to hit, reach
STR DEX CON INT WIS CHA 30ft, one target. Hit (4d8) fire damage.
21 (+5) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 1 (-5) Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one
target. Hit 16 (2d10 + 5) slashing damage plus 11
Saving Throws Str +10, Con +10 (3d6) fire damage.
Skills Perception +5 Heat Wave. The Scorcher releases fire in a 30-foot line
Damage Immunities poison, psychic that is 10 feet wide. Each creature in that line must
Condition Immunities charmed, exhaustion, frightened, make a DC 16 Dexterity saving throw, taking 14 (4d6)
poisoned fire damage on a failed one, or half as much damage on
Senses passive Perception 20 a successful one. Moreover, the area becomes difficult
Challenge 14 (11500 XP) terrain for 1 round.
Immutable form. The Ravager is immune to any spell or Ignition Boost (Recharge 5-6). The Scorcher moves at
effect that would alter its form. least for 20 feet and up to 30 feet in a straight line
towards a target and can move through the space of
Magic Resistance. The Ravager has advantage on saving any creature smaller than Large. Before reaching the
throws against spells and other magical effects. target, the Scorcher makes a Claws attack against it. If
the attack hits, the target takes an extra 21 (6d6) fire
Magic Weapons. The Ravager's weapon attacks are damage. In addition, the area covered by the Scorcher
magical. becomes difficult terrain and each creature that starts
Components its turn in the area must make a DC 20 Constitution
saving throw, taking 11 (3d6) fire damage on a failed
Blaze Canister. (AC 15; hp 40) Destroying this save, or half as much on a successful one.
component disables the fire bonus damage to the
claws attack, the Ignition Boost and the Heat Wave Furnace Blast (Recharge 4-6). The Scorcher releases a
attack. Hitting this component with fire damage has burst of searing steam around it as a bonus action. Each
70% of probab. of triggering an explosion that works creature within 10 feet of it must succeed on a DC 20
as Fireball spell (lv 5, DC 15) and harms this machine, Strenght saving throw or be pushed 20 feet away and
too. be knocked prone.

Mine Launcher. (AC 15; hp 30) Destroying this


component disables the Mine Launch attack.
CHAPTER 5: BESTIARY
52
Their most recognizable feature is their crusher-like mouth,
 used for grinding up material as well as attacking. They can
The Scrapper is a type of machine resembling a hyena. usually be found grinding up destroyed machines,
presumably to be used for repairs or the construction of more
machines.

Scrappers very closely resemble hyenas. Their posture is 
humped with four legs (two shorter back legs and two longer Scrappers were created by GAIA as part of the terraforming
front legs) no tail, and a ridged neck. process after the Faro Plague wiped out all the biomass on
Earth in the 21st century. Scrappers contribute to the
environment by cleaning up broken machines rather than
letting them rust and contaminate the area. For a long time,
 Scrappers were peaceful and dutiful machines that shied
Medium construct (machine), unaligned away from humans if one was spotted.
However, a decade before the game's events, the
Armor Class 13 Derangement took place and the Scrappers, along with all
Hit Points 105 (14d8 + 42) the other machines, began to become more aggressive. They
Speed 40 ft. would menace humans that attacked them instead of running
away or keeping their distance. By the time Aloy came of age
and learned to hunt, Scrappers would attack humans on
STR DEX CON INT WIS CHA sight.
15 (+2) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic Scrappers can attack by either biting with their "mouths" or
Condition Immunities charmed, exhaustion, by spitting red-hot projectiles. They are attracted to destroyed
poisoned machines similar to the Glinthawk.
Senses passive Perception 10
Challenge 4 (1100 XP) 
Immutable form. The Scrapper is immune to any Scrappers can loot random objects after being killed like
spell or effect that would alter its form. Metal Shards, Sparkers, Metal Vessels, Wires and a Small
Machine Core in addition to specific items as Scrapper Lens
Magic Weapons. The Scrapper's weapon attacks are or Scrapper Heart.
magical.
Components
Power Cell. (AC 15; hp 25) Destroying this
component disables the Red-hot spit attack. Hitting
this component with elemental damage has 50% of
probability of triggering an explosion that works as
Fireball spell (lv 3, DC 13) and harms this machine,
too.
Radar. (AC 14; hp 20) Destroying this component
disables the Scan ability.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit 16 (3d8 + 2) piercing damage.
Red-hot Spit. Ranged Weapon Attack: +4 to hit,
reach 30ft., one target. Hit 13 (2d10 + 2) fire
damage
Scan. The Scrapper can use Radar to detect and
locate all creatures within 60 feet during its turn.

CHAPTER 5: BESTIARY
53
 
The Snapmaw is the only known amphibious machine type. Like all machines, with the exception of the Tallneck,
Snapmaws behave much like crocodiles, basking in the sun, Snapmaws attack humans on sight. They seem to obtain
swimming and generally moving slowly. However, also like electrical energy via the array of solar panels on their backs,
crocodiles, they are capable of bursts of formidable speed presumably by sunning themselves on the banks and shores
and aggression. where they dwell, just like a crocodile would do to warm
itself. Normally Snapmaws bask lazily in the sun on the
 banks of lakes, rivers, and other bodies of water, purifying the
water and the soil at the bottom by destroying toxins and
The Snapmaw's chassis resembles that of an enormous removing minerals as per their purpose. However, when
crocodile, with a long, crocodilian snout, complete with metal attacking, Snapmaws move with great speed. A Snapmaw
teeth, a heavyset reptilian body, four crocodilian legs and feet, employs both ranged and melee attacks.
and a long, stout, powerful tail. It's walk exactly mirrors that The Snapmaw belches a blast of volatile liquid from its
of a crocodile. There are two visual sensors in the same mouth at an enemy. Similar to the ranged attack of a
position as a crocodile's eyes. An armored Blaze canister sits Glinthawk, this liquid causes damage on contact with the
atop each shoulder. The gullet is composed of a Freeze Sac, enemy due to its intense cold. It also pools around the enemy,
which produces a volatile liquid. An array of solar panels line causing residual damage and curtailing the enemy's ability to
the top of its back. fight.
The Snamaw lunges at and bites at the enemy, or swipes at
 the enemy with its powerful tail.
Snapmaws were by designed and built by POSEIDON, the Being amphibious, Snapmaws are also capable of
subroutine of GAIA tasked with detoxifying the Earth's attacking enemies in water, e.g. while the enemy is
poisoned seas and other aquatic environments, after the swimming.
apocalyptic extinction of all life and sterilization of the planet
caused by the Faro Plague. Presumably, before the onset of 
the Derangement, Snapmaws were built expressly for this Snapmaws can loot random objects after being killed like
task but, with the onset of the Derangement, they were Metal Shards, Sparkers, Blazes, Chillwaters, Wires,
modified for aggressive combat against humans. They are Luminous Braidings and a Medium Machine Core in addition
found in and on the banks of many of the rivers west of the to specific items as Snapmaw Lens or Snapmaw Heart.
Nora Sacred Land.

CHAPTER 5: BESTIARY
54
 Freeze Sac. (AC 20; hp 45) Destroying this component
disables the ranged Freeze spit attack and triggers an
Large construct (machine), unaligned
explosion. Each creature within 30 feet of it must make
a DC 18 Dexterity saving throw, taking 28 (8d6) cold
Armor Class 15 damage on a failed save, or half as much damage on a
Hit Points 181 (19d10 + 76) successful one.
Speed 30 ft.
Actions
Multiattack. The Snapmaw makes two melee attacks:
STR DEX CON INT WIS CHA
one with bite and one with tail.
20 (+5) 14 (+2) 19 (+4) 3 (-4) 11 (+0) 1 (-5)
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one
target. Hit 23 (4d8 + 5) piercing damage.
Saving Throws Str +10, Con +9
Damage Vulnerabilities fire Freeze Spit (Recharge 4-6). The Snapmaw spits cold
Damage Immunities poison, psychic liquid to a creature within 30 feet that must make a DC
Condition Immunities charmed, exhaustion, frightened, 20 Dexterity saving throw. The target takes 28 (8d6)
poisoned cold damage on a failed save, or half as much damage
Senses passive Perception 15 on a successful one. In addition, on a failed save
Challenge 14 (11500 XP) creatures gain the lv 3 of exhaustion. Moreover, the 20-
feet-radius area centered on the target becomes
Amphibious. The Snapmaw can immerse itself in water difficult terrain and each creature that starts its turn in
entirely. that area must succeed on a DC 18 Constitution or
gains 1 lv of exhaustion. The exhaustion condition lasts
Immutable form. The Snapmaw is immune to any spell for 1 minute or until someone takes an action to reheat
or effect that would alter its form. the creature.
Magic Resistance. The Snapmaw has advantage on Jumping Jaw Bite. The Snapmaw jumps up to 15 feet in
saving throws against spells and other magical effects. a straight line towards a target and can move through
the space of any creature smaller than Large or other
Magic Weapons. The Snapmaw's weapon attacks are Snapmaws. Before landing, it makes a Bite attack
magical. against the target. If the attack hits, the target takes an
Components extra 14 (3d8) bludgeoning damage and must also
succeed on a DC 18 Strength saving throw or be
Blaze Canister. (AC 18; hp 30) Hitting this component pushed 10 feet away and be knocked prone.
with fire damage has 70% of probab. of triggering an
explosion that works as Fireball spell Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one
(lv 5, DC 16) and harms this machine, too. The target. Hit 14 (2d8 + 5) bludgeoning damage.
explosion doesn't occur if the Snapmaw is immersed in
water.

CHAPTER 5: BESTIARY
55
 The machine has a retractable tail that is almost twice as
long as its body, equipped with a sharp spike at the tip.
The Stalker is a machine in Horizon Zero Dawn. Unlike
other Combat Class machines which employ direct, open 
aggression, Stalkers employ stealth attacks. Coupled with the Stalkers were not one of the machines first encountered by
fact that they are mostly found in jungle environments, in humans when the tribes first settled in their respective
which combat is in itself challenging, this makes Stalkers territories, appearing only after the onset of the
highly dangerous. Derangement. They are normally found in the jungles south
 of Meridian, where their ambush abilities are most effective.
Unlike other midsized Combat Class machines such as 
Sawtooths and Ravagers, a Stalker's armor plating is black, A Stalker will, like all machines with the exception of the
and is composed of relatively small hexagonal plates that fit Tallneck, attack a human on sight. By default, it employs
together in a chainmail pattern, rather than large, fitted ambush attacks, which it was built for.
pieces. This gives it a very sleek and organic shape like a
leopard. Stalkers have a set of three visual sensors on each 
side of their head, arranged in a triangular configuration.
Each of a Stalker's four feet is equipped with three claws. Stalkers can loot random objects after being killed like Metal
Atop its back, at the base of its long, slender neck and Shards, Sparkers, Metal Vessels, Wires, Echo Shells,
between its shoulders, is a dart gun. On each hip is a mine Luminous Braidings and a Medium Machine Core in addition
launcher that drops proximity mines. A power cell is atop its to specific items as Stalker Lens or Stalker Heart.
lower back, to which four long, antenna-like structures are
attached.

 Components
Large construct (machine), unaligned Dart Gun. (AC 19; hp 35) Destroying this component
disables the Red-hot spit attack.
Armor Class 17
Hit Points 177 (17d10 + 68) Mine Launcher. (AC 19; hp 40) Destroying this
Speed 40 ft. component disables the Mine Launch attack.
Stealth Generator. (AC 21; hp 43) Destroying this
component disables the Cloaking ability.
STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 19 (+4) 3 (-4) 15 (+2) 1 (-5) Actions
Multiattack. The Stalker makes three melee attacks: two
Saving Throws Dex +11, Con +9 with claws and one with tail. Alternatively, the Stalker
Skills Acrobatics +11, Perception +7, Stealth +11 can place two Mines.
Damage Vulnerabilities lightning
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one
Damage Immunities poison, psychic
target. Hit 20 (3d8 + 6) piercing damage.
Condition Immunities charmed, exhaustion, frightened,
poisoned Cloaking. The Stalker turns invisible until it attacks or
Senses passive Perception 21 until the Stealth Generator is not destroyed. The Stalker
Challenge 15 (13000 XP) can place mines without turning visible.
Mine Launch. The Stalker can place a proximity mine
Evasion. If the Stalker is subjected to an effect that within 30 feet of it. The mine has a reach of 5 feet and
allows it to make a Dexterity saving throw to take only when a creature enters the threaten space it will
half damage, the Stalker instead takes no damage if it explode. Each creature within 10 feet of the mine must
succeeds on the saving throw, and only half damage if make a Dexterity saving throw, taking 13 (4d6) fire
it fails. damage on a failed save, or half as much on a
successful one.
Immutable form. The Stalker is immune to any spell or
effect that would alter its form. Red-hot Spit. Ranged Weapon Attack: +11 to hit, range
30/120 ft., one target. Hit 31 (7d6 + 6) fire damage.
Magic Resistance. The Stalker has advantage on saving
throws against spells and other magical effects. Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
target. Hit 15 (2d8 + 6) bludgeoning damage.
Magic Weapons. The Stalker's weapon attacks are
magical.
Pack Tactics. The Stalker has advantage on attack rolls
against a creature if at least one of the Stalker's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

CHAPTER 5: BESTIARY
56
 
The Stormbird is a large-sized machine in Horizon Zero Stormbirds were created by AETHER, a GAIA subroutine
Dawn. Capable of high altitude flight and equipped with an tasked with detoxifying the Earth's ravaged atmosphere,
array of damaging ranged and melee attacks, Stormbirds are allowing life to be reseeded.[1] Presumably, the subroutine
among the largest and most dangerous machines. Their HEPHAESTUS remodeled them as combat machines with
ranged attacks are made even more dangerous by the natural the onset of the Derangement.
superiority of air-based attacks against terrestrial targets. Stormbirds are usually found in the skies above the vast
arid regions west of the Nora Sacred Land territory. Unlike
 any other machine, with the exception of Tallnecks,
Stormbirds never congregate together.
Stormbirds are very aquiline in appearance. Indeed, while
machines generally resemble some form of pre-Faro Plague 
animal life, the Stormbird's appearance does this more than Like all machines, with the exception of the Tallneck,
any other. Its resemblance to a colossal eagle or falcon is Stormbirds attack humans on sight. A Stormbird usually
unmistakable, with aquiline wings and tail, armor plating that attacks from the air, using ranged attacks, but the machine
resembles feathers, clawed avian feet, and an aquiline head can also land and use melee attacks. It can repeatedly smash
and beak. its beak down on an enemy, jump and crush an enemy with
Like an eagle, the Stormbird has a large, hooked beak. It one of its taloned feet, swipe at an enemy with its tail, and
has two visual sensors, positioned in the same place as the charge at an enemy outright, ramming him/her.
eyes of an eagle. Above each shoulder is an armored Stormbirds also have a unique air-ground electrical melee
Chillwater canister. Each wing is equipped with three feather- attack. While airborne, the Stormbird charges up electrical
shaped jet engines. For aerodynamic purposes, the wings are energy in a shield around its body. Once fully charged, the
also equipped with winglets. An armored Blaze canister is machine dives to the ground and releases its charge, causing
positioned above each hip. The machine possesses two avian severe damage and stunning any enemies in a wide radius.
legs and feet. Each of the four toes on each foot is equipped
with an aquiline talon. In the center of the chest is an 
armored component known as a Lighting Gun, with which it
can fire powerful electrical blasts. The machine also has a Stormbirds can loot random objects after being killed like
large avian tail, which is equipped with a retractable electro- Metal Shards, Blazes, Chillwater, Echo Shells, Crystal
whip at the end. Braidings and a Large Machine Core in addition to specific
items as Stormbird Lens or Stormbird Heart.

CHAPTER 5: BESTIARY
57
 Engine. (AC 19; hp 60) Destroying these components
disables the Thunder Crash ability.
Huge construct (machine), unaligned
Freeze Canister. (AC 21; hp 45) Hitting this component
Armor Class 18 with cold damage has 70% of probab. of triggering an
Hit Points 225 (18d12 + 108) explosion that works as Fireball spell
Speed 15 ft., fly 90 ft. (lv 7, DC 22), but deals cold damage instead of fire
damage and harms this machine, too.
Lightning Gun. (AC 23; hp 50) Destroying this
STR DEX CON INT WIS CHA component disables the Shock ranged attacks and the
25 (+7) 14 (+2) 22 (+6) 3 (-4) 15 (+2) 1 (-5) Stormbird is restrained until the start of its next turn.
Actions
Saving Throws Str +13, Dex +6, Con +12
Damage Resistances cold, lightning, physical damage Multiattack. The Stormbird makes three attacks: one
from nonmagical weapons with its beak and two with talons or three shock spits.
Damage Immunities poison, psychic Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Condition Immunities charmed, exhaustion, frightened, one target. Hit: 24 (3d10 + 7) piercing damage.
poisoned
Senses passive Perception 18 Shock Bomb (Recharge 5-6). The Stormbird charges its
Challenge 17 (18000 XP) gun and shots a spherical projectile of 5 feet radius to a
creature within 30 feet that must make a DC 22
Immutable form. The Stormbird is immune to any spell Dexterity saving throw. The target takes 44 (8d10)
or effect that would alter its form. lightning damage on a failed save, or half as much on a
successful one. In addition, on a failed save the creature
Magic Resistance. The Stormbird has advantage on becomes stunned until the end of the Stormbird's next
saving throws against spells and other magical effects. turn.
Magic Weapons. The Stormbird's weapon attacks are Shock Bombardment (Recharge 5-6). While flying, the
magical. Stormbird can move in a straight line up to 60 feet and
carpet the area beneath it with electrical bombs. Each
Thunder Crash. If the Stormbird moves at least 20 feet creature in that line must make a DC 22 Dexterity
vertically straight toward a target and then hits with a saving throw, taking 22 (4d10) lightining damage on a
talons attack on the same turn, the target takes an extra failed one, or half as much on a successful one.
22 (4d10) lightning damage. The target and each other
creature within 5 feet of the Stormbird must succeed Shock Spit. Ranged Weapon Attack: +8 to hit, reach 40
on a DC 22 Constitution saving throw or becomes ft., one target. Hit: 20 (4d8 + 2) lightning damage.
restrained until the Stormbird's next turn. Stun Blast. The Stormbird emits a sonic blast in a line
Components that is 40 feet long and 5 feet wide. Each creature in
that line must succeed on a DC 22 Constitution saving
Blaze Canister. (AC 21; hp 45) Hitting this component throw or be stunned for 1 turn.
with fire damage has 70% of probab. of triggering an
explosion that works as Fireball spell Talons. Melee Weapon Attack: +13 to hit, reach 5 ft.,
(lv 7, DC 22) and harms this machine, too. one target. Hit: 18 (2d10 + 7) piercing damage.
CHAPTER 5: BESTIARY
58
 
The Strider is a horse-like machine found in Horizon Zero Striders can loot random objects after being killed like Metal
Dawn. By using Override, you can utilize Striders as mounts. Shards, Blazes, Sparkers, Wires and a Small Machine Core
in addition to specific items as Strider Lens or Strider Heart.

About the size of a common draft horse, the Strider very
closely resembles a heavy-built draft horse in terms of a body. 
They stand on four horse-like legs with hooves and have Medium construct (machine), unaligned
powerful shoulders. The head, however, more closely
resembles that of bovines, with two swept-back horns. Armor Class 13
Towards the back end above the "rump" is a Blaze Hit Points 65 (10d8 + 20)
container. Speed 40 ft.
The Strider seems to share a nearly identical chassis
design with the Broadhead and Charger, with its main
difference being the head design. STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 3 (-4) 11 (+0) 1 (-5)

Striders were created by GAIA as part of the terraforming Damage Vulnerabilities piercing damage to Blaze
process after the Faro Plague wiped out all the biomass on Canister.
Earth in the 21st century. They seem to function like Grazers, Damage Immunities poison, psychic
gathering small amounts of vegetation to be converted to Condition Immunities charmed, exhaustion,
Blaze, which is stored in the tank on their back. Striders poisoned
became very commonplace and, for a long time, were Senses passive Perception 10
peaceful grazers that shied away from humans if one was Challenge 2 (450 XP)
spotted.
However, a decade before the game's events, the Charge. If the Strider moves at least 20 feet straight
Derangement took place and the Striders, along with all toward a target and then hits it with a kick attack on
the same turn, the target takes an extra 7 (2d6)
other machines, began to become more aggressive. They bludgeoning damage. If the target is a creature, it
would menace humans that attacked them instead of running must succeed on a DC 14 Strength saving throw or
away or keeping their distance. By the time Aloy came of age be knocked prone.
and learned to hunt, Striders would often attack humans on
sight, especially if warned first by nearby Watchers or if they Immutable form. The Strider is immune to any spell
have sufficient numbers. Fortunately, they were not too or effect that would alter its form.
difficult to bring down and humans learned to stay out of Magic Resistance. The Strider has advantage on
their sight. saving throws against spells and other magical
effects.

Like the Watchers that commonly accompany Strider herds, Components
Striders have no weaponry. However, if spooked they can Blaze Canister. (AC 15; hp 12) Hitting this
charge towards the perceived threat, knocking them down component with fire damage has 70% of probab. of
and trampling them to death, or attacking with a variety of triggering an explosion that deals 14 (4d6) fire
kicks like the horses they resemble. damage to all creatures within 15 feet and harms
this machine, too.
When Overridden, the Strider becomes a war mount.
Actions
Kick. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 9 (2d6 + 2) bludgeoning damage.
Rodeo Kick. The Strider turns around itself kicking in
all directions. Each creature within 5 feet must make
a DC 12 Strenght saving throw, falling prone and
taking 5 (1d6 + 2) bludgeoning damage on a failed
save, or half as much on a successful one.
Reactions
Blind Kick. When a Charger hits with a kick as an
opportunity attack, it deals an extra 5 (1d8)
bludgeoning damage.

CHAPTER 5: BESTIARY
59
As its name suggests, the head of the Thunderjaw features
 two sets of appendages resembling mandibles that spread to
The Thunderjaw is a machine in Horizon Zero Dawn. It is the sides when it roars.
considered an Apex Combat machine, meaning that it is one Its visual sensor array is composed of six sensors on each
of the largest and most dangerous of all machines. Its size, side of the head, arranged in a staggered vertical
power, and an array of highly damaging attacks, both ranged configuration of three side by side. Twin cannons are affixed
and melee, make it the most feared machine among the to the sides of its mandibles, one on each side. There is an
tribes, so much so that the machine has attained an almost additional energy beam weapon in its mouth. An array of
legendary status. Blaze canisters is on its back, heavily protected by armor
plating. Under its belly is an array of similarly protected
 Chillwater canisters. Attached to each hip is a weapon known
as a Disc Launcher. On its lower back are three long,
The Thunderjaw is a huge bipedal machine with features antenna-like structures. The tip of its tail is armed with a pair
akin to those of a theropod dinosaur, particularly the of scythe-like fins, used in combat when the Thunderjaw
Tyrannosaurus Rex: powerful and bulky legs, a long body, and swings its tail.
a heavy tail to maintain equilibrium. The Thunderjaw seems to be a much larger and more
combat-oriented cousin of the Watcher, as both resemble
theropod dinosaurs, have no forelimbs, a long tail, and
scanning equipment in their heads.

Like the Sawtooth, the Thunderjaw only began to appear in
recent years after the Derangement, an event in which the
HEPHAESTUS subordinate function (now with a
consciousness of its own and without GAIA's guidance)
deemed humanity a threat and commanded GAIA's machines
to attack humans on sight. Additionally, it started designing
and building more aggressive, combat-oriented machines.
Possibly developed from unused terraforming designs, the
Thunderjaw represents the pinnacle of the combat class,
potentially surpassing the fighting capabilities of even the
FAS-FSP5 Khopesh. It shakes the earth with every step and
few enemies, mechanical or organic, dare attack it.
According to Hunters Lodge manuscripts, Ahsis was the
first human to ever face and bring down a Thunderjaw, and
its wrecked carcass now hangs from the ceiling of the
Hunters Lodge HQ. Although this event was the first time the
Carja ever encountered Thunderjaws, the machines existed
some time earlier; a pair of Thunderjaws were seen in the
Nora territory of the Embrace on the day of Aloy's Naming
Ritual, over 9 years earlier.
At one point, a Thunderjaw known as Redmaw terrorized the
Sundom. Many hunting parties were sent out to kill it but to
no avail, giving it a reputation among the Carja as a legendary,
immortal beast. Eventually tracked down, Ahsis and Talanah
of the Hunters Lodge both went to take the monster down,
and it was destroyed by Talanah and Aloy after it fatally
wounded Ahsis.

Like all machines with the exception of the Tallneck, a
Thunderjaw will attack a human on sight. The Thunderjaw is
armed with a variety of weapons and will employ an array of
ranges and melee attacks.

Thunderjaws can loot random objects after being killed like
Metal Shards, Sparkers, Chillwater, Blazes, Echo Shells,
Crystal Braidings and a Large Machine Core in addition to
specific items as Thunderjaw Lens or Thunderjaw Heart.

CHAPTER 5: BESTIARY
60
 Heart. (AC 25) Hitting this component deals greater
damage to the machine.
Gargantuan construct (machine), unaligned
Power Cell. (AC 20; hp 75) Hitting this component with
Armor Class 17 lightning damage has 70% of probab. of triggering an
Hit Points 300 (17d20 + 119) explosion that works as Fireball spell
Speed 40 ft. (lv 7, DC 20), but deals lightning damage instead of fire
damage and harms this machine, too.
Radar. (AC 18; hp 55) Destroying this component
STR DEX CON INT WIS CHA disables the scanning ability.
26 (+8) 13 (+1) 24 (+7) 3 (-4) 14 (+2) 1 (-5) Tail. (AC 18; hp 70) Destroying this component
disables the Tail attacks.
Saving Throws Str +14, Con +13
Damage Vulnerabilities physical damage to Data Nexus Actions
and Heart Multiattack. The Thunderjaw makes two attacks: one
Damage Resistances lightning, physical damage from with bite and one with tail, or two cannon bursts. It
nonmagical weapons can't make both melee attacks against the same target.
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one
poisoned target. Hit 5 (4d8 + 8) piercing damage.
Senses passive Perception 18 Disc Launcher. Two small drones soar throw the air and
Challenge 18 (20000 XP) shoot projectiles. Each creature within a 30-foot-cone
must make a DC 18 Dexterity saving throw, taking 27
Immutable form. The Thunderjaw is immune to any spell (6d8) piercing damage on a failed save, or half as much
or effect that would alter its form. on a successful one.
Magic Resistance. The Thunderjaw has advantage on Cannon Burst. Ranged Weapon Attack: +7 to hit, reach
saving throws against spells and other magical effects. 40ft., one target. Hit 14 (3d8) fire damage.
Magic Weapons. The Thunderjaw's weapon attacks are Laser Sweep (Recharge 5-6) The Thunderjaw charges its
magical. cannon and release many golden energy beams in a fan
pattern. Each creature within a 20-foot-cone must
Components make a DC 22 Dexterity saving throw, taking 54 (12d8)
Blaze Canister. (AC 20; hp 75) Hitting this component necrotic damage on a failed save, or half as much on a
with fire damage has 70% of probab. of triggering an successful one.
explosion that works as Fireball spell (lv 7) and harms Stomp. The Thunderjaw hits the ground with a powerful
this machine, too. foot stomp. Each creature within 20 feet of it take 14
(3d8) bludgeoning damage and must succeed on a DC
Cannon. (AC 20; hp 80) Destroying these components 20 Strenght saving throw or be knocked prone.
disables Cannon attacks.
Scan. The Thunderjaw can use Radar to detect and
Data Nexus. (AC 25) Hitting this component deals locate all creatures within 90 feet during its turn.
greater damage to the machine.
Tail. Melee Weapon Attack: +7 to hit, reach 20ft., one
Disc Launcher. (AC 18; hp 80) Destroying these target. Hit 26 (4d8 + 8) bludgeoning damage.
components disables disk launcher attacks. This Otherwise, the Thunderjaw can swipe its tail against all
weapon can be picked up and used after detached from creatures in a 15-foot-cone. Each creature in that area
the machine. (More details on further releases) must make a DC 18 Dexterity saving throw, taking 17
Freeze Canister. (AC 20; hp 75) Hitting this component (2d8 +8) bludgeoning damage on a failed save, or half
with cold damage has 70% of probab. of triggering an as much on a successful one.
explosion that works as Fireball spell
(lv 7, DC 20), but deals cold damage instead of fire CHAPTER 5: BESTIARY
damage and harms this machine, too. 61
However, with the onset of the Derangement, Tramplers, and
 all other GAIA terraformers, began exhibiting increasing
The Trampler is a midsized, bovine machine. One of the hostility toward humans.
original terraforming Machine types created by GAIA, At one point, an entire herd of Tramplers was tracked and
Tramplers peacefully perform their function. However, if disabled by the Hawk Darusiv. Before they could move, he
disturbed by a human, they attack with singular violence. then killed the largest one and looted it.

 
A Trampler is one of the larger GAIA Terraformers. The As the name implies, Tramplers usually attack by charging at
Machine's chassis resembles the body of a very large bovine and running over and/or ramming an enemy. Their large size
bull, with a large head and a pair of large horns, a broad, and normally slow, plodding gait belie an ability to run at a
powerful chest and shoulders, sturdy legs and hoof-like feet. speed rivaling that of an athletic human. They can also
Their mouth parts are composed of a pair of insectoid release an explosive gas within a radius of about three times
pincers. They have two visual sensors on each side of the the length of their chassis and ignite it, causing a highly
face, in the same position as a bovine's eyes. A power cell and damaging explosive shockwave.
two antenna-like structures sit on the lower back. Under the 
belly is a large, glowing, armored processing unit.
Tramplers can loot random objects after being killed like
 Metal Shards, Sparkers, Metal Vessels, Wires, Luminous
Tramplers were created by GAIA as part of the terraforming Braidings and a Medium Machine Core in addition to specific
process after the Faro Plague destroyed Earth's biosphere in items as Trampler Lens or Trampler Heart.
the mid-21st century. As such, they were one of the first
Machines encountered by humans as they explored and
settled in their tribal lands. They seem to be equipped for
mining and processing of soil, with the ability to excavate soil
with their horns and to produce explosions by releasing and
detonating flammable gases. For a long time, Tramplers were
docile Machines that
shied away from a human if one approached a herd

CHAPTER 5: BESTIARY
62
 Components
Large construct (machine), unaligned Excavation Horns. (AC 17; hp 35) Destroying these
components disables the Ram attack.
Armor Class 14
Hit Points 135 (13d10 + 65) Power Cell. (AC 17; hp 25) Hitting this component with
Speed 30 ft. lightning damage has 70% of probab. of triggering an
explosion that works as Fireball spell (lv 4), but deals
lightning damage instead of fire damage and harms this
STR DEX CON INT WIS CHA machine, too.
18 (+4) 12 (+1) 20 (+5) 3 (-4) 12 (+1) 1 (-5) Processing Unit. (AC 19; hp 40) Destroying this
component triggers an explosion. Each creature within
30 feet of it must make a DC 17 Dexterity saving
Saving Throws Str +7, Con +8 throw, taking 28 (8d6) fire damage on a failed save, or
Damage Vulnerabilities cold half as much damage on a successful one. The
Damage Immunities poison, psychic explosion ignites flammable objects in that area that
Condition Immunities charmed, exhaustion, poisoned aren't being worn or carried.
Senses passive Perception 14
Challenge 8 (3900 XP) Actions
Ram. Melee Weapon Attack: +7 to hit, reach 5ft., one
Flaming Charge. If the Trampler moves at least 20 feet
target. Hit 16 (4d8 +4) bludgeoning damage.
straight toward a target and then hits it with a ram
attack on the same turn, the target takes an extra 18 Dust Cloud. The Trampler emits a dust cloud in a 20-
(4d8) bludgeoning damage. If the target is a creature, it feet-radius sphere. Each creature in that area has
must succeed on a DC 17 Strength saving throw or be disadvantage on saving throws and skill checks based
knocked prone. For 1d4 rounds, the ground along its on Dexterity. The cloud lasts for 1 round.
path becomes difficult terrain and catches on fire,
dealing 7 (2d6) fire damage to creatures that start their Ground Blast. The Trampler hits the ground and each
turn in that area. creature within 20 feet must succeed on a DC 17
Dexterity saving throw or be knocked prone, and must
Immutable form. The Trampler is immune to any spell or make a DC 17 Constitution saving throw, taking 14
effect that would alter its form. (4d6) fire damage on a failed save, if the dust cloud is
Magic Resistance. The Trampler has advantage on saving active.
throws against spells and other magical effects.
Magic Weapons. The Trampler's weapon attacks are
magical.

CHAPTER 5: BESTIARY
63
Despite being the smallest encountered machine, it still is as
 big as a large dog.
The Watcher is a small machine designed to detect enemy Their most distinctive feature is their disproportionate
threats. Watchers are equipped with scanning technology and head which houses a powerful, glowing sensor array and a
report their findings to other machines in the advent of spotlight, all mounted on a long neck that allows the machine
enemy detection. They often roam in large packs or alongside to quickly swivel its head to observe its surrounding. The
larger machines. head is easily bigger than even the torso, but this is because it
Watchers have a symbiotic relationship with other houses most of the gear.
machines like Striders. The Watchers provide a watchful eye Compared to the head, the Watcher's body looks
and patrol the perimeter in case of danger, allowing the ridiculously small. It balances on two very thin and simple
Striders to calmly "graze". As long as the Watcher stays close legs resembling running prosthetics, and its head is balanced
by, the Striders will charge any actual threat. by a long, heavy tail.

 
The Watchers' appearance resembles that of a small Watchers can observe and scan the environment in search
theropod dinosaur, albeit without forelimbs. for threats. If a danger is spotted, the Watcher will let out an
electronic screech that alerts all nearby machines or, in the
case of Corrupted Watchers, alert human enemies like the
Eclipse. This will put humans on combat alert and cause
machines to either charge or flee.
 Unlike their much larger and well-armed cousin the
Small construct (machine), unaligned Thunderjaw, Watchers have no weapons and only light armor.
However, they can attack humans by charging and tackling
Armor Class 14 them, knocking them down and doing light damage. When
Hit Points 38 (7d6 + 14) startled, Watchers also have the ability to blind humans
Speed 20 ft. through the use of a bright light emitted from their eyes.

STR DEX CON INT WIS CHA



Watchers can loot random objects after being killed like
13 (+1) 16 (+3) 14 (+2) 3 (-4) 13 (+1) 1 (-5) Metal Shards, Sparkers, Wires and a Small Machine Core in
addition to specific items as Watcher Lens or Watcher Heart.
Skills Perception +5
Damage Vulnerabilities physical damage to Eye
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
poisoned
Senses passive Perception 15
Challenge 1 (200 XP)

Immutable form. The Watcher is immune to any spell


or effect that would alter its form.
Magic Resistance. The Watcher has advantage on
saving throws against spells and other magical
effects.
Components
Eye. (AC 17; hp 10) Hitting this component deals
greater damage to the machine.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 6 (1d8 + 1) bludgeoning damage.
Flash. The Watcher emits a bright flash of light. Each
creature within 15 feet of the flash must succeed
on a DC 13 Constitution saving throw or be blinded
until the end of the Watcher's next turn.
Electronic Screech. If Watcher detects a threat,
immediately sends an alert message to every
machine within 40 feet as bonus action.

CHAPTER 5: BESTIARY
64
    

H
ere you have some NPCs that you can bump those she trusts, such as Aloy. For matters she is unable to
into during the original videogame. Some of understand, she is very trusting of those of great character,
them are allies, some enemies. In any case, such as Aloy and Rost, to handle such issues.
you can introduce them as you prefer, Because she is a High Matriarch, it is assumed that Teersa
because they are designed to be used even has living children, grandchildren, and great-grandchildren.
outside their original role.
 
Here is a list of characters associated with Nora tribe.
  
Teersa is a High Matriarch of the Nora tribe. She promoted
Aloy to a Seeker so that she could find out what happened on
the day of the Proving. A member of the High Matriarchs, she
attempts to lead the Nora with compassionate wisdom, and is
often at odds with Lansra.

Teersa is wise, compassionate, and accepting. She is unafraid
to act against the other Matriarchs' wishes if she feels it is
right, such as when she blesses Aloy's name and later
appoints her a Seeker. She often clashes with Lansra
because of her tolerance of outcasts and former outcasts and
her willingness to break tradition. She shows great caring for
Aloy and treats her much like a granddaughter, personally
making her the lantern to use in the Blessing (which is
usually the mother's task).
While Teersa is devout in her belief in All-Mother, she is
willing to accept that there are things beyond her
understanding, as shown when Aloy pointed out the
similarities between All-Mother's mountain and the ruins of
the Metal World. This shows that Teersa, as is characteristic
of her flexible nature, is willing to listen and even reshape her
beliefs based on what is discovered by

   1st level (4 slots): divine favor, healing word, heroism,
shield of faith
Medium (humanoid), lawful good
2nd level (3 slots): lesser restoration, magic weapon,
Armor Class 11 hold person, silence, spiritual weapon
Hit Points 72 (13d8 + 13) 3rd level (3 slots): beacon of hope, crusader's mantle,
Speed 30 feet dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): divination, freedom of movement,
STR DEX CON INT WIS CHA guardian of faith, stoneskin

7 (-2) 10 (+0) 12 (+1) 13 (+1) 19 (+4) 12 (+1) 5th level (1 slot): hold monster, mass cure wounds,
raise dead
Saving Throws Wis +7 Actions
Skills History +4, Medicine +7, Religion +4
Condition Immunities frightened Multiattack. Teersa makes two melee attacks.
Senses passive Perception 17 Quarterstaff. Melee Weapon Attack: +1, 5 ft., one target.
Languages Common Hit: 5 (1d6 +1) bludgeoning damage.
Challenge 8 (3900 XP)
Reactions
Spellcasting. Teersa is a 9th-level spellcaster. Her
spellcasting ability is Wisdom (save DC 14, +7 to hit Guided Attack (Recharges after a Short or Long Rest).
with spell attacks). Teersa has the following cleric spells When Teersa or one creature she can see within 30
prepared: feet of her makes an attack roll, Teersa grants a +10
bonus to that roll.
Cantrips (at will): guidance, light, mending, resistance, CHAPTER 6: FRIENDS & FOES
spare the dying 65
He reasons that since bandits live dirty lives, that they are not
  of any tribe's concern, thus freeing him up to murder as many
Here is a list of characters associated with Carja tribe. as he wants without negative consequences. In Aloy's words,
he's doing the right thing for all of the wrong reasons. He is
very fond of his bow, nicknaming it the "Voice of Our Teeth".

Nil was formerly a Carja soldier who fought for Meridian
during the reign of the Mad Sun-King Jiran. He fought in at
least two significant battles, namely the Battle of the Daunt
and a skirmish at Cinnabar Sands. During the latter battle,
there apparently were no survivors. Nil's role in both these
battles is unclear.
In order to satisfy his bloodlust without retribution, Nil
began hunting bandits. He eventually found a partner, who
met his demise at the hands of the bandits in Devil's Thirst.

A soldier to the core, Nil takes the typical combative
personality of Carja soldiers much further into the realms of
the sociopathic. A man who describes with a passionate
caress in his voice the joys of war and the spark in the eyes of
a man when he dies, Nil lives for warfare.
He targets bandits due to the thrill he gets from killing
humans, but also because they are disposable.
"Where th row
skin -- that'se ar head
the place I bpelasose s between armor
ng." and
―Nil

 Actions
Medium (humanoid), chaotic neutral Multiattack. Nil makes three attacks or two melee
attacks and a flash grenade one.
Armor Class 17 (studded leather)
Hit Points 121 (22d8 + 22) Flash Grenade (Recharge 5-6). Nil throws a grenade up
Speed 30 feet to 60 feet. Each creature within 20 feet of the
grenade's detonation must succeed on a DC 19
Constitution saving throw or be blinded until the
STR DEX CON INT WIS CHA beginning of Nil's next turn.
10 (+0) 20 (+5) 13 (+1) 15 (+2) 14 (+2) 9 (-1) Knife. Melee Weapon Attack: +9 to hit, 5 ft., one target.
Hit 11 (2d4 + 6) slashing damage. If the target is a
creature, it must succeed on a DC 17 Constitution
Saving Throws Dex +9 saving throw or take 7 (2d6) slashing damage at the
Skills Acrobatics +9, Perception +6, Stealth +9, Survival start of each of its turns due to a deep wound. Each
+6 time Nils hits the wounded target with this attack, the
Condition Immunities frightened damage dealt by the wound increases by 7 (2d6). Any
Senses passive Perception 16 creature can take an action to stanch the wound with a
Languages Common successful DC 13 Wisdom (Medicine) check. The
Challenge 12 (8400 XP) wound also closes if the target receives magical
healing.
Human Hunter. Nil has a +2 bonus to damage rolls
against humanoids (already included). Additionally, he Sharpshot Bow. Ranged Weapon Attack: +9 to hit, range
has advantage on Wisdom (Survival) checks to track 150/600 ft., one target. Hit 11 (1d8 + 6) piercing
them, as well as on Intelligence checks to recall damage.
information about them.
Reactions
Sneak Attack (1/Turn). Nil deals an extra 21 (6d6) Uncanny Dodge. Nil halves the damage that he takes
damage when he hits a target with a weapon attack and from an attack that hits him. He must be able to see
has advantage on the attack roll, or when the target is the attacker.
within 5 feet of an ally of Nil that isn't incapacitated
and Nil doesn't have disadvantage on the attack roll.

CHAPTER 6: FRIENDS & FOES


66

  A burly, gruff man of few words, Aratak prefers action to
Here is a list of characters associated with Banuk tribe. talking. Ourea described his nature as stoic, stubborn, and
prepared to fight until victory or death if necessary. This
 leads him to be somewhat unapproachable. However he is
honorable to a fault, and firmly holds to the Banuk culture of
Aratak is the chieftain of a werak based in the Banuk region meritocracy.
known as The Cut, in the settlement of Song’s Edge. His Beneath his stoicism, Aratak is fiercely loyal and cares
sister Ourea was the werak’s shaman. deeply about his companions, and especially Ourea. He has
never forgiven himself for being unable to prevent her
capture and enslavement, leading to him being
overprotective, straining their relationship.

Medium (humanoid), lawful neutral

Armor Class 14 (hide armor)


Hit Points 104 (13d8 + 42)
Speed 30 feet

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 18 (+4) 10 (+0) 13 (+1) 8 (-1)

Saving Throws Str +7, Con +7


Skills History +3, Intimidation +2, Perception +4,
Religion +4
Condition Immunities frightened
Senses passive Perception 14
Languages Common
Challenge 7 (2900 XP)

Reckless. At the start of its turn, Aratak can gain


advantage on all melee weapon attack rolls during
that turn, but attack rolls against him have
advantage until the start of his next turn.
Special Equipment. Aratak wields the Aratak's spear,
a unique lance that deals additional lightning
damage.
Werak Tactician. Once per turn, Aratak can deal an
extra 7 (2d6) damage to a creature he hits with a
weapon attack if that creature is within 15 feet of a
member of his werak that isn't incapacitated.
Actions
Multiattack. Aratak makes two melee attacks.
Aratak's Spear (Lance). Melee Weapon Attack: +7, 10
ft., one target. Hit: 11 (1d12 +4) piercing damage
plus 4 (1d6) lightning damage.
Tearblaster. Ranged Weapon Attack: +5, range
30/120 ft., one target. Hit: 16 (4d6 +2) thunder
damage.
Reactions
Chieftain's Protection. When an attacker Aratak can
see makes an attack roll against a werak companion
within 10 feet of him, Aratak can impose
disadvantage on the attack roll.

CHAPTER 6: FRIENDS & FOES


67
 
Here is a list of characters associated with Oseram tribe.

Erend Vanguardsman is an Oseram tribesman and captain of
the Carja Sun-King Avad’s Vanguard. He wants to uncover the
truth about the murder of his sister and predecessor,
Vanguard Captain Ersa.

In many ways, Erend is a typical Oseram: bold, crass, proud
of his heritage, and a heavy drinker. Despite his often
confident attitude, Erend has low self-esteem, describing
himself as a "useless drunk" at one point. This attitude stems
from acknowledging his faults, as well as the high standards
set by his sister Ersa. While not unintelligent by any means,
Erend often acts before thinking: this translates into
conversation, resulting in either comic relief or awkward
tension.
However, Erend is capable and competent when the
situation demands it. His personality matured significantly
following Ersa’s death; he put his desire to kill Dervahl aside
and saw that he was turned over to the Oseram, obeying the
command of his liege Sun-King Avad, and stepped up to the
role of Captain during the Eclipse's final assault. He became
more down-to-earth, focused, and calm in the face of danger.
Erend is also loyal to his friends and allies, willingly following
them into battle against HADES without any hesitation.

  Call to Attack. Up to three allied soldiers within 120 feet
of Erend that can hear him can each use their reaction
Medium (humanoid), lawful good
to make one weapon attack.

Armor Class 18 (plate) Indomitable (2/Day). Erend can reroll a saving throw that
Hit Points 146 (19d8 +57) he fails. He must use the new roll.
Speed 30 feet Pack Tactics. Erend has advantage on an attack roll
against a creature if at least one of the dragonsoul's
allies is within 5 feet of the creature and the ally isn't
STR DEX CON INT WIS CHA incapacitated.
20 (+5) 10 (+0) 17 (+3) 11 (+0) 9 (-1) 15 (+2) Actions
Saving Throws Str +9, Con +7 Multiattack. Erend makes three attacks with his maul.
Skills Athletics +9, Intimidation +6, Perception +3, Maul. Melee Weapon Attack: +9 to hit, 5 ft., one target.
Persuasion +6 Hit 16 (3d6 +5) bludgeoning damage
Condition Immunities frightened
Senses passive Perception 13 Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
Languages Common range 100/400 ft., one target. Hit: 8 (1d10 + 3)
Challenge 10 (5900 XP) piercing damage.

Aggressive. As a bonus action, Erend can move up to its Reactions


speed toward a hostile creature that it can see. Vanguardsman's Protection. When an attacker Erend can
see makes an attack roll against a creature within 20
Brute. A melee weapon deals one extra die of its feet of Erend, Erend can impose disadvantage on the
damage when Erend hits with it (included in the attack). attack roll.

CHAPTER 6: FRIENDS & FOES


68
Be Ready to
Hunt Machines!
A thousand years from now, machines roam the
land and mankind is no longer the dominant
species. Explore dangerous biomes and face
fearsome monsters and factions.

This book provides you a lot of contents both for


players and DMs, such as character options,
items, additional rules, feats and a complete
bestiary inspired by the awesome videogame
Horizon Zero Dawn by Guerrilla Games.

Use these contents to expand your homebrew


settings or even to design an HZD-inspired
adventure from scratch!

For use with the fifth edition Player's Handbook,


Monster Manual and Dungeon Master's Guide

Created by

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