The Scorcher is a machine exclusive to The Frozen Wilds. A mid-sized combat machine that employs highly effective fire attacks as well explosive mines, the Scorcher is a very agile, aggressive, and dangerous machine that is only found in the Banuk region known as The Cut. The Scorcher is lupine in appearance, similar in size to a Sawtooth or Ravager. Its head has a long, vulpine threemandibled snout, two large, pointed ear-like structures, one on each side , and four visual sensors, two on each side, that flash brightly when the machine is about to employ one of its fire-based attacks. The Scorcher walks on four legs with clawed feet has armor plating on its chassis. A mine launcher is located on its back between the shoulders, and a heavilyarmored power cell is located on its lower back. An armored Blaze canister is located on each shoulder. Scorchers were developed by the AI HEPHAESTUS at 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. The Scorcher has similar moves to the Sawtooth and Ravager but these are enhanced by fire, giving it greater reach and doing elemental damage with every strike. The Scorcher is a very aggressive machine that will attack in 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 Scorcher uses them in an offensive way, launching them right where its opponent is standing. One of the main unique abilities of the Scorcher is using thrusters on its back to quickly cover distance, leaving a trail of fire and using its claws to attack. This is one of its most dangerous and damaging attacks, but the Scorcher takes some time to charge this attack. Scorchers can loot random objects after being killed like Metal Shards, Sparkers, Blazes, Chillwaters, Wires, Luminous Braidings and a Medium Machine Core in addition to specific items as Scorcher Lens or Scorcher Heart. CHAPTER 5: BESTIARY 51
CHAPTER 5: BESTIARY 52 Large construct (machine), unaligned Armor Class 13 Hit Points 161 (17d10 + 85) Speed 50 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 21 (+5) 3 (-4) 11 (+0) 1 (-5) Saving Throws Str +10, Con +10 Skills Perception +5 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned Senses passive Perception 20 Challenge 14 (11500 XP) Immutable form. The Ravager is immune to any spell or effect that would alter its form. Magic Resistance. The Ravager has advantage on saving throws against spells and other magical effects. Magic Weapons. The Ravager's weapon attacks are magical. Components Blaze Canister. (AC 15; hp 40) Destroying this component disables the fire bonus damage to the claws attack, the Ignition Boost and the Heat Wave attack. Hitting this component with fire damage has 70% of probab. of triggering an explosion that works as Fireball spell (lv 5, DC 15) and harms this machine, too. Mine Launcher. (AC 15; hp 30) Destroying this component disables the Mine Launch attack. Power Generator. (AC 17; hp 30) Destroying this component causes a Furnace blast attack and then disables it. Actions Multiattack. The Scorcher makes two attack: with its claws and/or with mine launch. Mine launch. Ranged Weapon Attack: +4 to hit, reach 30ft, one target. Hit (4d8) fire damage. Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) slashing damage plus 11 (3d6) fire damage. Heat Wave. The Scorcher releases fire in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed one, or half as much damage on a successful one. Moreover, the area becomes difficult terrain for 1 round. Ignition Boost (Recharge 5-6). The Scorcher moves at least for 20 feet and up to 30 feet in a straight line towards a target and can move through the space of any creature smaller than Large. Before reaching the target, the Scorcher makes a Claws attack against it. If the attack hits, the target takes an extra 21 (6d6) fire damage. In addition, the area covered by the Scorcher becomes difficult terrain and each creature that starts its turn in the area must make a DC 20 Constitution saving throw, taking 11 (3d6) fire damage on a failed save, or half as much on a successful one. Furnace Blast (Recharge 4-6). The Scorcher releases a burst of searing steam around it as a bonus action. Each creature within 10 feet of it must succeed on a DC 20 Strenght saving throw or be pushed 20 feet away and be knocked prone.
The Scrapper is a type of machine resembling a hyena. Scrappers very closely resemble hyenas. Their posture is humped with four legs (two shorter back legs and two longer front legs) no tail, and a ridged neck. Their most recognizable feature is their crusher-like mouth, used for grinding up material as well as attacking. They can usually be found grinding up destroyed machines, presumably to be used for repairs or the construction of more machines. Scrappers were created by GAIA as part of the terraforming 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 away from humans if one was spotted. However, a decade before the game's events, the Derangement took place and the Scrappers, along with all the other machines, began to become more aggressive. They 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 sight. Scrappers can attack by either biting with their "mouths" or by spitting red-hot projectiles. They are attracted to destroyed machines similar to the Glinthawk. Scrappers can loot random objects after being killed like Metal Shards, Sparkers, Metal Vessels, Wires and a Small Machine Core in addition to specific items as Scrapper Lens or Scrapper Heart. CHAPTER 5: BESTIARY 53 Medium construct (machine), unaligned Armor Class 13 Hit Points 105 (14d8 + 42) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 1 (-5) Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 10 Challenge 4 (1100 XP) Immutable form. The Scrapper is immune to any spell or effect that would alter its form. Magic Weapons. The Scrapper's weapon attacks are 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.
The Snapmaw is the only known amphibious machine type. Snapmaws behave much like crocodiles, basking in the sun, swimming and generally moving slowly. However, also like crocodiles, they are capable of bursts of formidable speed and aggression. The Snapmaw's chassis resembles that of an enormous crocodile, with a long, crocodilian snout, complete with metal teeth, a heavyset reptilian body, four crocodilian legs and feet, and a long, stout, powerful tail. It's walk exactly mirrors that of a crocodile. There are two visual sensors in the same position as a crocodile's eyes. An armored Blaze canister sits atop each shoulder. The gullet is composed of a Freeze Sac, which produces a volatile liquid. An array of solar panels line the top of its back. Snapmaws were by designed and built by POSEIDON, the subroutine of GAIA tasked with detoxifying the Earth's poisoned seas and other aquatic environments, after the 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 task but, with the onset of the Derangement, they were modified for aggressive combat against humans. They are found in and on the banks of many of the rivers west of the Nora Sacred Land. Like all machines, with the exception of the Tallneck, Snapmaws attack humans on sight. They seem to obtain electrical energy via the array of solar panels on their backs, presumably by sunning themselves on the banks and shores 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 removing minerals as per their purpose. However, when attacking, Snapmaws move with great speed. A Snapmaw employs both ranged and melee attacks. The Snapmaw belches a blast of volatile liquid from its mouth at an enemy. Similar to the ranged attack of a Glinthawk, this liquid causes damage on contact with the enemy due to its intense cold. It also pools around the enemy, causing residual damage and curtailing the enemy's ability to fight. The Snamaw lunges at and bites at the enemy, or swipes at the enemy with its powerful tail. Being amphibious, Snapmaws are also capable of attacking enemies in water, e.g. while the enemy is swimming. Snapmaws can loot random objects after being killed like Metal Shards, Sparkers, Blazes, Chillwaters, Wires, Luminous Braidings and a Medium Machine Core in addition to specific items as Snapmaw Lens or Snapmaw Heart. CHAPTER 5: BESTIARY 54
CHAPTER 5: BESTIARY 55 Large construct (machine), unaligned Armor Class 15 Hit Points 181 (19d10 + 76) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 19 (+4) 3 (-4) 11 (+0) 1 (-5) Saving Throws Str +10, Con +9 Damage Vulnerabilities fire Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned Senses passive Perception 15 Challenge 14 (11500 XP) Amphibious. The Snapmaw can immerse itself in water entirely. Immutable form. The Snapmaw is immune to any spell or effect that would alter its form. Magic Resistance. The Snapmaw has advantage on saving throws against spells and other magical effects. Magic Weapons. The Snapmaw's weapon attacks are magical. Components Blaze Canister. (AC 18; hp 30) Hitting this component with fire damage has 70% of probab. of triggering an explosion that works as Fireball spell (lv 5, DC 16) and harms this machine, too. The explosion doesn't occur if the Snapmaw is immersed in water. Freeze Sac. (AC 20; hp 45) Destroying this component disables the ranged Freeze spit attack and triggers an explosion. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The Snapmaw makes two melee attacks: one with bite and one with tail. Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 23 (4d8 + 5) piercing damage. Freeze Spit (Recharge 4-6). The Snapmaw spits cold liquid to a creature within 30 feet that must make a DC 20 Dexterity saving throw. The target takes 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. In addition, on a failed save creatures gain the lv 3 of exhaustion. Moreover, the 20- feet-radius area centered on the target becomes difficult terrain and each creature 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. Jumping Jaw Bite. The Snapmaw jumps up to 15 feet in a straight line towards a target and can move through the space of any creature smaller than Large or other Snapmaws. Before landing, it makes a Bite attack against the target. If the attack hits, the target takes an extra 14 (3d8) bludgeoning damage and must also succeed on a DC 18 Strength saving throw or be pushed 10 feet away and be knocked prone. Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) bludgeoning damage.
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 fact that they are mostly found in jungle environments, in which combat is in itself challenging, this makes Stalkers highly dangerous. Unlike other midsized Combat Class machines such as Sawtooths and Ravagers, a Stalker's armor plating is black, and is composed of relatively small hexagonal plates that fit together in a chainmail pattern, rather than large, fitted 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. Atop its back, at the base of its long, slender neck and between its shoulders, is a dart gun. On each hip is a mine launcher that drops proximity mines. A power cell is atop its lower back, to which four long, antenna-like structures are attached. The machine has a retractable tail that is almost twice as long as its body, equipped with a sharp spike at the tip. Stalkers were not one of the machines first encountered by humans when the tribes first settled in their respective territories, appearing only after the onset of the Derangement. They are normally found in the jungles south of Meridian, where their ambush abilities are most effective. A Stalker will, like all machines with the exception of the Tallneck, attack a human on sight. By default, it employs ambush attacks, which it was built for. Stalkers can loot random objects after being killed like Metal Shards, Sparkers, Metal Vessels, Wires, Echo Shells, Luminous Braidings and a Medium Machine Core in addition to specific items as Stalker Lens or Stalker Heart. CHAPTER 5: BESTIARY 56 Large construct (machine), unaligned Armor Class 17 Hit Points 177 (17d10 + 68) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 22 (+6) 19 (+4) 3 (-4) 15 (+2) 1 (-5) Saving Throws Dex +11, Con +9 Skills Acrobatics +11, Perception +7, Stealth +11 Damage Vulnerabilities lightning Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned Senses passive Perception 21 Challenge 15 (13000 XP) Evasion. If the Stalker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Stalker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Immutable form. The Stalker is immune to any spell or effect that would alter its form. Magic Resistance. The Stalker has advantage on saving throws against spells and other magical effects. 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. Components Dart Gun. (AC 19; hp 35) Destroying this component disables the Red-hot spit attack. Mine Launcher. (AC 19; hp 40) Destroying this component disables the Mine Launch attack. Stealth Generator. (AC 21; hp 43) Destroying this component disables the Cloaking ability. Actions Multiattack. The Stalker makes three melee attacks: two with claws and one with tail. Alternatively, the Stalker can place two Mines. Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 20 (3d8 + 6) piercing damage. Cloaking. The Stalker turns invisible until it attacks or until the Stealth Generator is not destroyed. The Stalker can place mines without turning visible. Mine Launch. The Stalker can place a proximity mine within 30 feet of it. The mine has a reach of 5 feet and when a creature enters the threaten space it will explode. Each creature within 10 feet of the mine must make a Dexterity saving throw, taking 13 (4d6) fire damage on a failed save, or half as much on a successful one. Red-hot Spit. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit 31 (7d6 + 6) fire damage. Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 15 (2d8 + 6) bludgeoning damage.
The Stormbird is a large-sized machine in Horizon Zero Dawn. Capable of high altitude flight and equipped with an array of damaging ranged and melee attacks, Stormbirds are among the largest and most dangerous machines. Their ranged attacks are made even more dangerous by the natural superiority of air-based attacks against terrestrial targets. 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 any other. Its resemblance to a colossal eagle or falcon is unmistakable, with aquiline wings and tail, armor plating that resembles feathers, clawed avian feet, and an aquiline head and beak. Like an eagle, the Stormbird has a large, hooked beak. It has two visual sensors, positioned in the same place as the eyes of an eagle. Above each shoulder is an armored Chillwater canister. Each wing is equipped with three feathershaped jet engines. For aerodynamic purposes, the wings are also equipped with winglets. An armored Blaze canister is positioned above each hip. The machine possesses two avian 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 large avian tail, which is equipped with a retractable electrowhip at the end. Stormbirds were created by AETHER, a GAIA subroutine tasked with detoxifying the Earth's ravaged atmosphere, allowing life to be reseeded.[1] Presumably, the subroutine HEPHAESTUS remodeled them as combat machines with the onset of the Derangement. 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. Like all machines, with the exception of the Tallneck, Stormbirds attack humans on sight. A Stormbird usually attacks from the air, using ranged attacks, but the machine can also land and use melee attacks. It can repeatedly smash its beak down on an enemy, jump and crush an enemy with one of its taloned feet, swipe at an enemy with its tail, and charge at an enemy outright, ramming him/her. Stormbirds also have a unique air-ground electrical melee attack. While airborne, the Stormbird charges up electrical energy in a shield around its body. Once fully charged, the machine dives to the ground and releases its charge, causing severe damage and stunning any enemies in a wide radius. Stormbirds can loot random objects after being killed like Metal Shards, Blazes, Chillwater, Echo Shells, Crystal Braidings and a Large Machine Core in addition to specific items as Stormbird Lens or Stormbird Heart. CHAPTER 5: BESTIARY 57
CHAPTER 5: BESTIARY 58 Huge construct (machine), unaligned Armor Class 18 Hit Points 225 (18d12 + 108) Speed 15 ft., fly 90 ft. STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 22 (+6) 3 (-4) 15 (+2) 1 (-5) Saving Throws Str +13, Dex +6, Con +12 Damage Resistances cold, lightning, physical damage from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned Senses passive Perception 18 Challenge 17 (18000 XP) Immutable form. The Stormbird is immune to any spell or effect that would alter its form. Magic Resistance. The Stormbird has advantage on saving throws against spells and other magical effects. Magic Weapons. The Stormbird's weapon attacks are magical. Thunder Crash. If the Stormbird moves at least 20 feet vertically straight toward a target and then hits with a talons attack on the same turn, the target takes an extra 22 (4d10) lightning damage. The target and each other creature within 5 feet of the Stormbird must succeed on a DC 22 Constitution saving throw or becomes restrained until the Stormbird's next turn. Components Blaze Canister. (AC 21; hp 45) Hitting this component with fire damage has 70% of probab. of triggering an explosion that works as Fireball spell (lv 7, DC 22) and harms this machine, too. Engine. (AC 19; hp 60) Destroying these components disables the Thunder Crash ability. Freeze Canister. (AC 21; hp 45) Hitting this component with cold damage has 70% of probab. of triggering an explosion that works as Fireball spell (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 component disables the Shock ranged attacks and the Stormbird is restrained until the start of its next turn. Actions Multiattack. The Stormbird makes three attacks: one with its beak and two with talons or three shock spits. Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) piercing damage. Shock Bomb (Recharge 5-6). The Stormbird charges its gun and shots a spherical projectile of 5 feet radius to a creature within 30 feet that must make a DC 22 Dexterity saving throw. The target takes 44 (8d10) lightning damage on a failed save, or half as much on a successful one. In addition, on a failed save the creature becomes stunned until the end of the Stormbird's next turn. Shock Bombardment (Recharge 5-6). While flying, the Stormbird can move in a straight line up to 60 feet and carpet the area beneath it with electrical bombs. Each creature in that line must make a DC 22 Dexterity saving throw, taking 22 (4d10) lightining damage on a failed one, or half as much on a successful one. Shock Spit. Ranged Weapon Attack: +8 to hit, reach 40 ft., one target. Hit: 20 (4d8 + 2) lightning damage. Stun Blast. The Stormbird emits a sonic blast in a line that is 40 feet long and 5 feet wide. Each creature in that line must succeed on a DC 22 Constitution saving throw or be stunned for 1 turn. Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
The Strider is a horse-like machine found in Horizon Zero Dawn. By using Override, you can utilize Striders as mounts. 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 powerful shoulders. The head, however, more closely resembles that of bovines, with two swept-back horns. Towards the back end above the "rump" is a Blaze container. The Strider seems to share a nearly identical chassis design with the Broadhead and Charger, with its main difference being the head design. Striders were created by GAIA as part of the terraforming process after the Faro Plague wiped out all the biomass on Earth in the 21st century. They seem to function like Grazers, gathering small amounts of vegetation to be converted to Blaze, which is stored in the tank on their back. Striders became very commonplace and, for a long time, were peaceful grazers that shied away from humans if one was spotted. However, a decade before the game's events, the Derangement took place and the Striders, along with all other machines, began to become more aggressive. They 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, Striders would often attack humans on sight, especially if warned first by nearby Watchers or if they have sufficient numbers. Fortunately, they were not too difficult to bring down and humans learned to stay out of their sight. Like the Watchers that commonly accompany Strider herds, Striders have no weaponry. However, if spooked they can charge towards the perceived threat, knocking them down and trampling them to death, or attacking with a variety of kicks like the horses they resemble. When Overridden, the Strider becomes a war mount. Striders can loot random objects after being killed like Metal Shards, Blazes, Sparkers, Wires and a Small Machine Core in addition to specific items as Strider Lens or Strider Heart. CHAPTER 5: BESTIARY 59 Medium construct (machine), unaligned Armor Class 13 Hit Points 65 (10d8 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 3 (-4) 11 (+0) 1 (-5) Damage Vulnerabilities piercing damage to Blaze Canister. Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 10 Challenge 2 (450 XP) Charge. If the Strider moves at least 20 feet straight toward a target and then hits it with a kick attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Immutable form. The Strider is immune to any spell or effect that would alter its form. Magic Resistance. The Strider 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. 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.
The Thunderjaw is a machine in Horizon Zero Dawn. It is considered an Apex Combat machine, meaning that it is one of the largest and most dangerous of all machines. Its size, power, and an array of highly damaging attacks, both ranged and melee, make it the most feared machine among the tribes, so much so that the machine has attained an almost legendary status. The Thunderjaw is a huge bipedal machine with features akin to those of a theropod dinosaur, particularly the Tyrannosaurus Rex: powerful and bulky legs, a long body, and a heavy tail to maintain equilibrium. As its name suggests, the head of the Thunderjaw features two sets of appendages resembling mandibles that spread to the sides when it roars. Its visual sensor array is composed of six sensors on each side of the head, arranged in a staggered vertical configuration of three side by side. Twin cannons are affixed to the sides of its mandibles, one on each side. There is an additional energy beam weapon in its mouth. An array of 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, antenna-like structures. The tip of its tail is armed with a pair of scythe-like fins, used in combat when the Thunderjaw swings its tail. 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
CHAPTER 5: BESTIARY 61 Gargantuan construct (machine), unaligned Armor Class 17 Hit Points 300 (17d20 + 119) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 13 (+1) 24 (+7) 3 (-4) 14 (+2) 1 (-5) Saving Throws Str +14, Con +13 Damage Vulnerabilities physical damage to Data Nexus and Heart Damage Resistances lightning, physical damage from nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned Senses passive Perception 18 Challenge 18 (20000 XP) Immutable form. The Thunderjaw is immune to any spell or effect that would alter its form. Magic Resistance. The Thunderjaw has advantage on saving throws against spells and other magical effects. Magic Weapons. The Thunderjaw's weapon attacks are magical. Components Blaze Canister. (AC 20; hp 75) Hitting this component with fire damage has 70% of probab. of triggering an explosion that works as Fireball spell (lv 7) and harms this machine, too. Cannon. (AC 20; hp 80) Destroying these components disables Cannon attacks. Data Nexus. (AC 25) Hitting this component deals greater damage to the machine. Disc Launcher. (AC 18; hp 80) Destroying these components disables disk launcher attacks. This weapon can be picked up and used after detached from the machine. (More details on further releases) Freeze Canister. (AC 20; hp 75) Hitting this component with cold damage has 70% of probab. of triggering an explosion that works as Fireball spell (lv 7, DC 20), but deals cold damage instead of fire damage and harms this machine, too. Heart. (AC 25) Hitting this component deals greater damage to the machine. Power Cell. (AC 20; hp 75) Hitting this component with lightning damage has 70% of probab. of triggering an explosion that works as Fireball spell (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 disables the scanning ability. Tail. (AC 18; hp 70) Destroying this component disables the Tail attacks. Actions Multiattack. The Thunderjaw makes two attacks: one with bite and one with tail, or two cannon bursts. It can't make both melee attacks against the same target. Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 5 (4d8 + 8) piercing damage. Disc Launcher. Two small drones soar throw the air and shoot projectiles. Each creature within a 30-foot-cone must make a DC 18 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much on a successful one. Cannon Burst. Ranged Weapon Attack: +7 to hit, reach 40ft., one target. Hit 14 (3d8) fire damage. Laser Sweep (Recharge 5-6) The Thunderjaw charges its cannon and release many golden energy beams in a fan pattern. Each creature within a 20-foot-cone must make a DC 22 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much on a successful one. Stomp. The Thunderjaw hits the ground with a powerful foot stomp. Each creature within 20 feet of it take 14 (3d8) bludgeoning damage and must succeed on a DC 20 Strenght saving throw or be knocked prone. Scan. The Thunderjaw can use Radar to detect and locate all creatures within 90 feet during its turn. Tail. Melee Weapon Attack: +7 to hit, reach 20ft., one target. Hit 26 (4d8 + 8) bludgeoning damage. Otherwise, the Thunderjaw can swipe its tail against all creatures in a 15-foot-cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 17 (2d8 +8) bludgeoning damage on a failed save, or half as much on a successful one.
The Trampler is a midsized, bovine machine. One of the original terraforming Machine types created by GAIA, Tramplers peacefully perform their function. However, if disturbed by a human, they attack with singular violence. A Trampler is one of the larger GAIA Terraformers. The Machine's chassis resembles the body of a very large bovine bull, with a large head and a pair of large horns, a broad, powerful chest and shoulders, sturdy legs and hoof-like feet. Their mouth parts are composed of a pair of insectoid pincers. They have two visual sensors on each side of the face, in the same position as a bovine's eyes. A power cell and two antenna-like structures sit on the lower back. Under the belly is a large, glowing, armored processing unit. Tramplers were created by GAIA as part of the terraforming process after the Faro Plague destroyed Earth's biosphere in 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 However, with the onset of the Derangement, Tramplers, and all other GAIA terraformers, began exhibiting increasing hostility toward humans. At one point, an entire herd of Tramplers was tracked and disabled by the Hawk Darusiv. Before they could move, he then killed the largest one and looted it. As the name implies, Tramplers usually attack by charging at and running over and/or ramming an enemy. Their large size and normally slow, plodding gait belie an ability to run at a speed rivaling that of an athletic human. They can also release an explosive gas within a radius of about three times the length of their chassis and ignite it, causing a highly damaging explosive shockwave. Tramplers can loot random objects after being killed like Metal Shards, Sparkers, Metal Vessels, Wires, Luminous Braidings and a Medium Machine Core in addition to specific items as Trampler Lens or Trampler Heart. CHAPTER 5: BESTIARY 62
CHAPTER 5: BESTIARY 63 Large construct (machine), unaligned Armor Class 14 Hit Points 135 (13d10 + 65) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 3 (-4) 12 (+1) 1 (-5) Saving Throws Str +7, Con +8 Damage Vulnerabilities cold Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 14 Challenge 8 (3900 XP) Flaming Charge. If the Trampler 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 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. For 1d4 rounds, the ground along its path becomes difficult terrain and catches on fire, dealing 7 (2d6) fire damage to creatures that start their turn in that area. Immutable form. The Trampler is immune to any spell or effect that would alter its form. Magic Resistance. The Trampler has advantage on saving throws against spells and other magical effects. Magic Weapons. The Trampler's weapon attacks are magical. Components Excavation Horns. (AC 17; hp 35) Destroying these components disables the Ram attack. Power Cell. (AC 17; hp 25) Hitting this component with 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 machine, too. 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 throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. Actions Ram. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 16 (4d8 +4) bludgeoning damage. Dust Cloud. The Trampler emits a dust cloud in a 20- feet-radius sphere. Each creature in that area has disadvantage on saving throws and skill checks based on Dexterity. The cloud lasts for 1 round. Ground Blast. The Trampler hits the ground and each creature within 20 feet must succeed on a DC 17 Dexterity saving throw or be knocked prone, and must make a DC 17 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, if the dust cloud is active.
The Watcher is a small machine designed to detect enemy threats. Watchers are equipped with scanning technology and report their findings to other machines in the advent of enemy detection. They often roam in large packs or alongside larger machines. Watchers have a symbiotic relationship with other machines like Striders. The Watchers provide a watchful eye and patrol the perimeter in case of danger, allowing the Striders to calmly "graze". As long as the Watcher stays close by, the Striders will charge any actual threat. The Watchers' appearance resembles that of a small theropod dinosaur, albeit without forelimbs. Despite being the smallest encountered machine, it still is as big as a large dog. Their most distinctive feature is their disproportionate head which houses a powerful, glowing sensor array and a spotlight, all mounted on a long neck that allows the machine to quickly swivel its head to observe its surrounding. The head is easily bigger than even the torso, but this is because it houses most of the gear. Compared to the head, the Watcher's body looks ridiculously small. It balances on two very thin and simple legs resembling running prosthetics, and its head is balanced by a long, heavy tail. Watchers can observe and scan the environment in search 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 Thunderjaw, Watchers have no weapons and only light armor. However, they can attack humans by charging and tackling them, knocking them down and doing light damage. When startled, Watchers also have the ability to blind humans through the use of a bright light emitted from their eyes. Watchers can loot random objects after being killed like Metal Shards, Sparkers, Wires and a Small Machine Core in addition to specific items as Watcher Lens or Watcher Heart. CHAPTER 5: BESTIARY 64 Small construct (machine), unaligned Armor Class 14 Hit Points 38 (7d6 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 3 (-4) 13 (+1) 1 (-5) 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.
H ere you have some NPCs that you can bump into during the original videogame. Some of them are allies, some enemies. In any case, you can introduce them as you prefer, because they are designed to be used even 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 those she trusts, such as Aloy. For matters she is unable to understand, she is very trusting of those of great character, such as Aloy and Rost, to handle such issues. Because she is a High Matriarch, it is assumed that Teersa has living children, grandchildren, and great-grandchildren. CHAPTER 6: FRIENDS & FOES 65 Medium (humanoid), lawful good Armor Class 11 Hit Points 72 (13d8 + 13) Speed 30 feet STR DEX CON INT WIS CHA 7 (-2) 10 (+0) 12 (+1) 13 (+1) 19 (+4) 12 (+1) Saving Throws Wis +7 Skills History +4, Medicine +7, Religion +4 Condition Immunities frightened Senses passive Perception 17 Languages Common Challenge 8 (3900 XP) Spellcasting. Teersa is a 9th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +7 to hit with spell attacks). Teersa has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, resistance, spare the dying 1st level (4 slots): divine favor, healing word, heroism, shield of faith 2nd level (3 slots): lesser restoration, magic weapon, hold person, silence, spiritual weapon 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk 4th level (3 slots): divination, freedom of movement, guardian of faith, stoneskin 5th level (1 slot): hold monster, mass cure wounds, raise dead Actions Multiattack. Teersa makes two melee attacks. Quarterstaff. Melee Weapon Attack: +1, 5 ft., one target. Hit: 5 (1d6 +1) bludgeoning damage. Reactions Guided Attack (Recharges after a Short or Long Rest). When Teersa or one creature she can see within 30 feet of her makes an attack roll, Teersa grants a +10 bonus to that roll.
Here is a list of characters associated with Carja tribe. 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. 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 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". "Where the arrowhead passes between armor and skin -- that's the place I belong." ―Nil CHAPTER 6: FRIENDS & FOES 66 Medium (humanoid), chaotic neutral Armor Class 17 (studded leather) Hit Points 121 (22d8 + 22) Speed 30 feet STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 13 (+1) 15 (+2) 14 (+2) 9 (-1) Saving Throws Dex +9 Skills Acrobatics +9, Perception +6, Stealth +9, Survival +6 Condition Immunities frightened Senses passive Perception 16 Languages Common Challenge 12 (8400 XP) Human Hunter. Nil has a +2 bonus to damage rolls against humanoids (already included). Additionally, he has advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them. Sneak Attack (1/Turn). Nil deals an extra 21 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Nil that isn't incapacitated and Nil doesn't have disadvantage on the attack roll. Actions Multiattack. Nil makes three attacks or two melee attacks and a flash grenade one. Flash Grenade (Recharge 5-6). Nil throws a grenade up 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 beginning of Nil's next turn. 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 throw or take 7 (2d6) slashing damage at the start of each of its turns due to a deep wound. Each time Nils hits the wounded target with this attack, the damage dealt by the wound increases by 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Sharpshot Bow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit 11 (1d8 + 6) piercing damage. Reactions Uncanny Dodge. Nil halves the damage that he takes from an attack that hits him. He must be able to see the attacker.
Here is a list of characters associated with Banuk tribe. Aratak is the chieftain of a werak based in the Banuk region known as The Cut, in the settlement of Song’s Edge. His sister Ourea was the werak’s shaman. A burly, gruff man of few words, Aratak prefers action to 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 meritocracy. Beneath his stoicism, Aratak is fiercely loyal and cares 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. CHAPTER 6: FRIENDS & FOES 67 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.
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. CHAPTER 6: FRIENDS & FOES 68 Medium (humanoid), lawful good Armor Class 18 (plate) Hit Points 146 (19d8 +57) Speed 30 feet STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 11 (+0) 9 (-1) 15 (+2) Saving Throws Str +9, Con +7 Skills Athletics +9, Intimidation +6, Perception +3, Persuasion +6 Condition Immunities frightened Senses passive Perception 13 Languages Common Challenge 10 (5900 XP) Aggressive. As a bonus action, Erend can move up to its speed toward a hostile creature that it can see. Brute. A melee weapon deals one extra die of its damage when Erend hits with it (included in the attack). Call to Attack. Up to three allied soldiers within 120 feet of Erend that can hear him can each use their reaction to make one weapon attack. Indomitable (2/Day). Erend can reroll a saving throw that he fails. He must use the new roll. 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 incapacitated. Actions Multiattack. Erend makes three attacks with his maul. Maul. Melee Weapon Attack: +9 to hit, 5 ft., one target. Hit 16 (3d6 +5) bludgeoning damage Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Reactions Vanguardsman's Protection. When an attacker Erend can see makes an attack roll against a creature within 20 feet of Erend, Erend can impose disadvantage on the attack roll.
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