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Preface to Machines

T
his compendium wants to assist and However, a "glitch" in the Faro machines caused them to
introduce DMs and players to the wonderful ignore commands and begin attacking humans without
setting rigged up by Guerrilla Games. Here authorization. The machines replicated faster than they
you will find new rules and contents for could be destroyed, and began operating as a swarm. Soon,
recreate the peculiar traits of the game, such a full-fledged war between humanity and robots began,
as the machines' components or override. costing millions of lives and immense destruction. Despite
This document will be combined with a humanity's best efforts, the swarm could not be contained
second one, dealing with character options for classes, and they devoured biomass wherever they went,
tribe traits and equipment totally inspired by the game. eliminating entire cities and ecosystems.
Check the credit page for contacts, references, social Ted Faro, the CEO of Faro Industries, met with a former
pages and other infos. 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.
Table Of Contents However, she proposed a project named Zero Dawn to Ted,
1 Preface to Machines stating that it was the only way of ensuring that life on
1.1 History Earth could continue after the machines killed everything.
1.2 Additional Rules: Battle Zero Dawn was the development of an advanced
1.2.1 Focused Attack intelligence known as GAIA that would crack the machine
1.2.2 Machines' Features swarm encryption codes, deactivate them, and then re-seed
1.3 Additional Rules: Corruption the Earth with plant, animal, and human life. GAIA was
1.3.1 Corrupted Template aided by 9 subroutines, one of which was HADES, a
1.3.2 Corrupted Zones subroutine that was designed to take control of the
1.3.3 Corrupted Condition terraforming and start it over again if it was unsatisfactory.
1.4 Watcher The swarm eventually devoured all biomass on Earth,
1.5 Grazer but GAIA managed to succeed in cracking the encryption
1.6 Lancehorn codes and shut down the Faro machines, then created
1.7 Scrapper many different machines modeled off of former animal life
1.8 Sawtooth to purify the Earth's toxic atmosphere and biosphere.
1.9 Longleg Hundreds of years later, humans were released from the
1.10 Trampler cradles they were created in and began forming primitive
1.11 Corruptor tribal societies, not knowing of the "old ones" who came
1.12 Glinthawk before them. The machines they encountered were docile
1.13 Ravager and generally harmless for many generations. However at
1.14 Snapmaw one point, an unknown signal caused HADES to go rogue
1.15 Thunderjaw and begin his extinction protocol. HADES attempted to
take control of GAIA completely, but GAIA self-destructed
2 Credit before he could do so. The destruction of GAIA led to an
event known as the "derangement," leading the
HEPHAESTUS subroutine to assume total control of the
Cauldron manufacturing facilities, causing machines
becoming increasingly aggressive towards humans, and the
History creation of new, more deadly combat machines.
Horizon Zero Dawn takes place a thousand years into the Machines in the present day are often hunted for their
future, in a post-apocalyptic world where colossal machines parts and to cull them before they can threaten local
dominate the land. Over time, human civilization has populations. They can usually be found in large groups,
regressed to tribal societies of hunters and gatherers who although some operate in smaller packs. Machines will
survive in immense forests, imposing mountain ranges, and either run away from or attack humans that they come
the atmospheric ruins of their ancestors – all while the across, and will completely ignore wildlife. They will never
machines become increasingly powerful. attack each other unless overridden by Aloy or corrupted by
The first machines were created by Faro Automated the Eclipse and their machines.
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.

INTRODUCTION | HISTORY
2
Partial miss
Additional Rules: Battle If your attack roll is lesser than the component's AC, but
In Horizon Zero Dawn every machine is made up of greater than machine's AC, you can deal half damage to the
different components such as batteries, radars, cannons or target, as if you made the attack without focusing.
elemental containers that increase machines' potential and
make them very dangerous. In standard D&D 5E there are Machines' Features
no rules to manage this kind of components, than here is Here a list of features that all machines have in common.
proposed a method to do so.
In every stat block are listed all the components that a Natural Armor
specific machine possesses, with description. All of the machines in Horizon Zero Dawn have an armor-
like protection that increase the AC and works as a Natural
Focused Attack Armor.
One of the most efficient tactics to defeat machines in
Horizon Zero Dawn is to attack with precision the deadliest Damage Vulnerabilities
components in order to remove them from the machine. If hit, some components are weakness points for machines.
Without components, machines can't do some special So when there is one of them, as Eye for a Watcher, any
actions anymore, so become easier to face. bludgeoning, piercing or slashing damage dealt with it is
Instead of a regular melee or ranged attack you can doubled.
make a focused melee or ranged one with the same rules In machine's stat block this feature is indicated as
as explained in PHB-193, except for the following. "physical damage to component".
Any attack focused on a machine's component need to
overcome the AC provided in its stat block for that specific Languages
one, and you must declare which component you're Machines don't speak any language. They can only share
focusing on before the attack roll is made. basic information through electronic signals, such as
Regardless of weapon is used, it's possibile to hit only localization of a close threat or alert status. For this reason,
one component per attack, but if you can do multiple this field does not appear in stat blocks.
attacks during your turn, you can hit different components
with different attacks.
Strip components Author's Note
On a succesful hit, you can deal damage to the machine as You can find and use other methods to handle
usual. If the damage dealt is equal or greater than what components. In future versions I'll try to expand
provided in the stat block, the hit component is stripped this mechanism!
away. If you have any suggestions, contact me!
Sometimes when a component is stripped, it triggers an
effect that have to be resolved immediately after the attack
is made. This effect is not a machine's reaction.

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

INTRODUCTION | CORRUPTION
4
Watcher Appearance
The Watcher is a small machine designed to detect enemy The Watchers' appearance resembles that of a small
threats. Watchers are equipped with scanning technology theropod dinosaur, albeit without forelimbs. Despite being
and report their findings to other machines in the advent of the smallest encountered machine, it still is as big as a
enemy detection. They often roam in large packs or large dog.
alongside larger machines. Their most distinctive feature is their disproportionate
Watchers have a symbiotic relationship with other head which houses a powerful, glowing sensor array and a
machines like Striders. The Watchers provide a watchful spotlight, all mounted on a long neck that allows the
eye and patrol the perimeter in case of danger, allowing the machine to quickly swivel its head to observe its
Striders to calmly "graze". As long as the Watcher stays surrounding. The head is easily bigger than even the torso,
close by, the Striders will charge any actual threat. 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
Watcher balanced by a long, heavy tail.
Small construct (machine), unaligned
Abilities
Armor Class 14
Hit Points 38 (7d6 + 14) Watchers can observe and scan the environment in search
Speed 20 ft. 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
STR DEX CON INT WIS CHA the Eclipse. This will put humans on combat alert and
13 (+1) 16 (+3) 14 (+2) 3 (-4) 13 (+1) 1 (-5) cause machines to either charge or flee.
Unlike their much larger and well-armed cousin the
Skills Perception +5
Thunderjaw, Watchers have no weapons and only light
Damage Vulnerabilities physical damage to Eye
armor. However, they can attack humans by charging and
Damage Immunities poison, psychic tackling them, knocking them down and doing light
Condition Immunities charmed, exhaustion, damage. When startled, Watchers also have the ability to
poisoned blind humans through the use of a bright light emitted from
Senses passive Perception 15 their eyes.
Challenge 1 (200 XP)
Loot
Immutable form. The Watcher is immune to any
spell or effect that would alter its form.
Watchers can loot random objects after being killed like
Metal Shards, Sparkers, Wires and a Small Machine Core
Magic Resistance. The Watcher has advantage on in addition to specific items as Watcher Lens or Watcher
saving throws against spells and other magical Heart.
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.

MACHINES | WATCHER
5
History
Grazer Grazers were created by GAIA as part of the terraforming
Grazers are relatively peaceful machines that resemble process after the Faro Plague wiped out all biomass on
deer. They roam the plains in herds and may be Earth in the 21st century. As their name suggests, they
accompanied by smaller groups of Watchers for protection. create fuel for other machines by consuming vegetation.
Grazers became very commonplace and, for a long time,
Appearance were peaceful machines that shied away from humans if
The overall appearance and size of the Grazer seems to fit one was spotted.
that of some kind of cervid, like a deer, reindeer, or elk, and However, a decade before the game's events, the
their behavior is similar to such organic animals. Derangement took place and the Grazers, along with all the
Like Watchers, Grazers have long necks and one big eye other machines, began to become more aggressive. They
on the front of their heads, which are fitted with a pair of would often menace humans that attacked them instead of
metallic antlers. Grazers carry four Blaze canisters on their running away or keeping their distance. Grazers would
backs, and walk on four elongated legs similar to those of a sometimes attack humans on sight, especially if warned
Watcher. first by nearby Watchers. Fortunately, they were not too
difficult to bring down and humans learned to stay out of
sight.
At one point before the Derangement, a Carja Sunhawk
Grazer known as Farukawas killed a herd of Grazers so large that
Medium construct (machine), unaligned it covered the entire valley of Farback. It took all 14
members of the Lodge all day to carry the loot back.
Armor Class 13
Hit Points 65 (10d8 + 20) Abilities
Speed 40 ft.
Although they will usually flee when attacked by prowling
hunters, Grazers may retaliate and face their foes once they
STR DEX CON INT WIS CHA pinpoint them by ramming them and using their antlers.
13 (+1) 14 (+2) 15 (+2) 3 (-4) 11 (+0) 1 (-5) Grazers seem to extract some sort of biofuel from bushes
and grasses they graze on, hence their name. This fuel is
Skills Perception +2 presumed to be Blaze, due to the four Blaze Canisters on
Damage Vulnerabilities piercing damage to Blaze their backs.
Canister.
Damage Immunities poison, psychic Loot
Condition Immunities charmed, exhaustion,
poisoned Grazers can loot random objects after being killed like
Senses passive Perception 12 Metal Shards, Blazes, Sparkers, Wires and a Small
Challenge 2 (450 XP) Machine Core in addition to specific items as Grazer Lens
or Grazer Heart.
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) 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 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.

History
MACHINES | GRAZER
6
Lancehorn Abilities
The Lancehorn is a machine in Horizon Zero Dawn. One of Lancehorns employ melee attacks, making use of their
the original Machines designed by GAIA, Lancehorns are horns, legs and chassis. They will charge and kick, and also
skittish, but will attack if surprised by a human. employ a stabbing attack in which they charge at an enemy
with their horns, inflicting heavy damage.
Appearance Loot
The Lancehorn bears a resemblance to a very large Lancehorns can loot random objects after being killed like
antelope or gazelle, possessing a pair of parallel horns, four Metal Shards, Metal Vessels, Sparkers, Chillwater, Wires
slender legs, and a long neck. The horns are corkscrewed and a Small Machine Core in addition to specific items as
in appearance, so designed to channel soil up into the Lancehorn Lens or Lancehorn Heart.
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. Lancehorn
Medium construct (machine), unaligned
History
Armor Class 13
Lancehorns were created by GAIA as part of the Hit Points 80 (11d8 + 30)
terraforming process after the Faro Plague consumed the Speed 40 ft.
Earth's biosphere in the mid-21st century, destroying all life
in the planet. As such, they were one of the Machines first
encountered by humans when they settled in their various STR DEX CON INT WIS CHA
tribal lands. Their main purpose seems to be to acquire 13 (+1) 14 (+2) 16 (+3) 3 (-4) 11 (+0) 1 (-5)
raw materials for use in creating new machines and likely
deliver supplies to the Cauldrons, automated facilities that Skills Perception +2
build Machines. Damage Vulnerabilities piercing damage to Freeze
Like all other GAIA Terraformers, Lancehorns previously Canister.
shied away from human contact. However, with the onset of Damage Immunities poison, psychic
the Derangement, Lancehorns and all other GAIA Condition Immunities charmed, exhaustion,
Terraformers became increasingly aggressive toward poisoned
humans. By the time the Nora Brave Aloy became an adult, Senses passive Perception 12
they would attack instead of fleeing when surprised. Challenge 3 (700 XP)
However, this seemed to be the
case only when the human was Charge. If the Lancehorn moves at least 20 feet
in close proximity. It may be straight toward a target and then hits it with a
surmised that if a human horn attack on the same turn, the target takes an
surprised a herd, the extra 11 (3d6) bludgeoning damage. If the target
Lancehorns that were close to is a creature, it must succeed on a DC 14
the human would attack, giving Strength saving throw or be knocked prone.
the rest of the herd the opportunity Immutable form. The Lancehorn is immune to any
to flee. 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) Destroy 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.

MACHINES | LANCEHORN
7
Scrapper
The Scrapper is a type of machine resembling a hyena. Scrapper
Medium construct (machine), unaligned
Appearance Armor Class 13
Scrappers very closely resemble hyenas. Their posture is Hit Points 105 (14d8 + 42)
humped with four legs (two shorter back legs and two Speed 40 ft.
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. STR DEX CON INT WIS CHA
They can usually be found grinding up destroyed machines, 15 (+2) 12 (+1) 16 (+3) 3 (-4) 11 (+0) 1 (-5)
presumably to be used for repairs or the construction of
more machines. Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
History poisoned
Senses passive Perception 12
Scrappers were created by GAIA as part of the Challenge 4 (1100 XP)
terraforming process after the Faro Plague wiped out all
the biomass on Earth in the 21st century. Scrappers Immutable form. The Scrapper is immune to any
contribute to the environment by cleaning up broken spell or effect that would alter its form.
machines rather than letting them rust and contaminate
the area. For a long time, Scrappers were peaceful and Magic Weapons. The Scrapper's weapon attacks
dutiful machines that shied away from humans if one was are magical.
spotted.
However, a decade before the game's events, the Components
Derangement took place and the Scrappers, along with all Power Cell. (AC 15; hp 25) Destroying this
the other machines, began to become more aggressive. component disables the Red-hot spit attack.
They would menace humans that attacked them instead of Hitting this component with elemental damage
running away or keeping their distance. By the time Aloy has 50% of probability of triggering an explosion
came of age and learned to hunt, Scrappers would attack that works as Fireball spell (lv 3) and harms this
humans on sight. machine, too.
Radar. (AC 14; hp 20) Destroying this component
Abilities disables the Scan ability.
Scrappers can attack by either biting with their "mouths"
or by spitting red-hot projectiles. Actions
They are attracted to destroyed machines similar to the Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
Glinthawk. one target. Hit 5 (3d8 + 2) piercing damage.
Red-hot spit. Ranged Weapon Attack: +4 to hit,
Loot reach 30ft., one target. Hit 13 (2d10 + 2) fire
Scrappers can loot random objects after damage
being killed like Metal Shards, Sparkers, Scan. The Scrapper can use Radar to detect and
Metal Vessels, Wires and a Small Machine locate all creatures within 60 feet during its turn.
Core in addition to specific items as
Scrapper Lens or Scrapper Heart.

MACHINES | SCRAPPER
8
Sawtooth
The Sawtooth is an exceptionally violent type of machine. It
is designed after a saber-toothed cat. It serves as a sort of
Sawtooth
Large construct (machine), unaligned
apex predator in the place of organic big cats.
Armor Class 11
Appearance Hit Points 122 (12d10 + 60)
Speed 50 ft.
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. STR DEX CON INT WIS CHA
Its body is shaped like that of a large feline, except it 19 (+4) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
lacks a significant tail structure. Its shoulders, head, and
neck have tough armor plating, making it very hard to Saving Throws Str +7, Con +8
attack from the front. Three long, thin structures protrude Damage Immunities poison, psychic
from the middle of its back like an array of antennae. Condition Immunities charmed, exhaustion,
frightened, poisoned
History Senses passive Perception 13
No one is sure where the Sawtooth came from, but this Challenge 7 (2900 XP)
apex predator only appeared in recent years, some time
after the Derangement made the other machines more Immutable form. The Sawtooth is immune to any
spell or effect that would alter its form.
aggressive. Sawteeth soon began to attack people like the
Nora, killing and maiming many Braves. Magic Resistance. The Sawtooth has advantage on
It is likely that the Sawtooth is an augmented design of saving throws against spells and other magical
an original terraforming machine designed by GAIA, as it effects.
still highly resembles an organic creature and shares Magic Weapons. The Sawtooth's weapon attacks
certain characteristics of other, originally peaceful are magical.
machines. It seems designed to be able to bring down other
machines, perhaps fulfilling the purpose of balancing the Components
population of herbivore-based designs like Grazers and
Striders. Blaze Canister. (AC 17; hp 25) Hitting this
component with fire damage has 70% of probab.
of triggering an explosion that works as Fireball
Abilities spell (lv 4) and harms this machine, too.
Sawteeth are highly aggressive hunters. They can move
incredibly fast and will relentlessly run down whoever Actions
theydetect, attacking with their huge teeth and claws, and Multiattack. The Sawtooth makes two attacks: one
                           bowling them over with charge attacks. with its bite and one with its claws.
Sawteeth may not have ranged Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
      weapons but put what weapons one target. Hit 5 (3d8 + 4) piercing damage.
             they have to good use. Claws. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 5 (3d6 + 4) slashing damage.

Loot
Sawteeth can loot random objects after being killed like
Metal Shards, Blazes, Sparkers, Wires, Luminous
Braidings and a Medium Machine Core in addition to
specific items as Sawtooth Lens or Sawtooth Heart.

MACHINES | SAWTOOTH
9
Longleg
The Longleg is a medium sized bird-like machine.

Appearance
The Longleg resembles a Phorusrhacid, more
commonly known as "terror birds", ancient
carnivorous flightless creatures that were
apex predators in their time. The head is
mounted on a long, very flexible neck with
sensor gear and what looks like three antennae
protruding from the casing, similar to those seen on a
Sawtooth. A fan-like tail, stubby wings, and slender legs add
to the appearance of a bird. In some ways, the Longleg
resembles an enlarged Watcher.
On the Longleg's chest are two devices that produce
sonic blasts, and two canisters are attached above the legs.
History
No one is sure where the Longleg came from, but this
fierce combat machine only appeared in recent years, some
time 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.
Abilities
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
very hard to engage once it has been alerted to an enemy's
presence. For weapons, the machine uses sonic blasts to
disorient and overwhelm humans.
Like Scrappers and Thunderjaws, Longlegs can scan for Loot
threats in a large area. They do so by emitting a supersonic Longlegs can loot random objects after being killed like
screech that presumably works the same way as Metal Shards, Sparkers, Echo Shells, Wires, Luminous
echolocation. Therefore, it is imperative to avoid lingering Braidings and a Medium Machine Core in addition to
in tall grass for too long when sneaking around Longlegs. specific items as Longleg Lens or Longleg Heart.

MACHINES | LONGLEG
10
Longleg Alarm Signal. (AC 16; hp 25) Destroying this
component disables the Chicken scratch ability to
Large construct (machine), unaligned
call reinforcements.
Armor Class 14 Power Cell. (AC 17; hp 20) Hitting this component
Hit Points 102 (12d10 + 36) with lightning damage has 70% of probab. of
Speed 40 ft. triggering an 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
Skills Acrobatics +7, Perception +4 Actions
Damage Vulnerabilities lightning
Damage Immunities poison, psychic Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
Condition Immunities charmed, exhaustion, poisoned one target. Hit 16 (3d8 + 3) slashing damage.
Senses passive Perception 14 Jumping charge. The Longleg jumps up to 30 feet in a
Challenge 8 (3900 XP) straight line towards a target and can move through
the space of any creature smaller than Large. Before
Chicken scratch. When the Longleg is aware of an landing, it makes a Claws attack against the target. If
enemy, emits an electronic screech to call the attack hits, the target takes an extra 9 (2d8)
reinforcement at the end of its turn as bonus action. bludgeoning damage and must also succeed on a DC
16 Strength saving throw or be pushed 10 feet away
Immutable form. The Longleg is immune to any spell and be knocked prone.
or effect that would alter its form.
Jumping wing blast. The Longleg makes a little jump
Magic Resistance. The Longleg has advantage on on itself, then causes a burst landing on the ground.
saving throws against spells and other magical Each creature within 20 feet of it must make a DC
effects. 16 Strength saving throw, being pushed 10 feet away
Magic Weapons. The Longleg's weapon attacks are on a failed save.
magical. Stun blast. The Longleg emits a sonic blast in a line
Standing leap. The Longleg's long jump is up to 30 that is 30 feet long and 5 feet wide. Each creature in
feet and its high jump is up to 15 feet, with or that line must succeed on a DC 17 Constitution
without a running start. saving throw or be stunned for 1 turn.

Components
Concussion Sac. (AC 16; hp 30) Destroying this
component disables Stun blast attack and triggers a
compressed air explosion that deals 2d6 piercing
damage to the Longleg.

MACHINES | LONGLEG
11
At one point, an entire herd of Tramplers was tracked and
Trampler disabled by the Hawk Darusiv. Before they could move, he
The Trampler is a midsized, bovine machine. One of the then killed the largest one and looted it.
original terraforming Machine types created by GAIA,
Tramplers peacefully perform their function. However, if Abilities
disturbed by a human, they attack with singular violence. As the name implies, Tramplers usually attack by charging
at and running over and/or ramming an enemy. Their large
Appearance size and normally slow, plodding gait belie an ability to run
A Trampler is one of the larger GAIA Terraformers. The at a speed rivaling that of an athletic human. They can also
Machine's chassis resembles the body of a very large release an explosive gas within a radius of about three
bovine bull, with a large head and a pair of large horns, a times the length of their chassis and ignite it, causing a
broad, powerful chest and shoulders, sturdy legs and hoof- highly damaging explosive shockwave.
like feet. Their mouth parts are composed of a pair of
insectoid pincers. They have two visual sensors on each Loot
side of the face, in the same position as a bovine's eyes. A Tramplers can loot random objects after being killed like
power cell and two antenna-like structures sit on the lower Metal Shards, Sparkers, Metal Vessels, Wires, Luminous
back. Under the belly is a large, glowing, armored Braidings and a Medium Machine Core in addition to
processing unit. specific items as Trampler Lens or Trampler Heart.
History
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.

MACHINES | TRAMPLER
12
Trampler Magic Weapons. The Trampler's weapon attacks are
magical.
Large construct (machine), unaligned

Armor Class 14 Components


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

MACHINES | TRAMPLER
13
Corruptor
The Corruptor, or FAS-ACA3 Scarab is an ancient war Corruptor
machine manufactured by Faro Automated Solutions as Large construct (machine), evil
part of the Peacekeeper line of automated defense systems.
Like all corrupted Faro machines, the Corruptor is capable Armor Class 14
of hijacking other machines, self-replication and fueling Hit Points 172 (16d10 + 64)
itself with biomass. Speed 35 ft.

Appearance STR DEX CON INT WIS CHA


The Corruptor loosely resembles a black scorpion. Its 18 (+4) 14 (+2) 19 (+4) 3 (-4) 12 (+1) 1 (-5)
lower assembly consists of a small hub for four long legs.
The sleek upper chassis contains an ominous glowing red Saving Throws Str +8, Con +8
sensor array, weapons, and a long, pointed tail. The sleek Damage Vulnerabilities fire, physical damage to
body of the Corruptor is black and decently armored. Heat Core
Compared to the more organic GAIA machines like Damage Immunities poison, psychic
Watchers and Striders, Corruptors look alien and Condition Immunities charmed, exhaustion,
dangerous. frightened, override, poisoned
Senses passive Perception 15
Challenge 11 (7200 XP)
History
Designed in the mid-21st century by Faro Automated Hijacking other machines. See the description.
Solutions, Corruptors, then known as the Scarab, served
as a fast attack unit with more emphasis on speed than Immutable form. The Corruptor is immune to any
overwhelming firepower like the Deathbringer. Hundreds, spell or effect that would alter its form.
if not thousands, were produced and used in militaries all Magic Resistance. The Corruptor has advantage on
over the world as "peacekeepers." When a "glitch" caused saving throws against spells and other magical
the Faro Plague that threatened the entire world, they effects.
became hostile and began to self-replicate, attacking in Magic Weapons. The Corruptor's weapon attacks
hordes. Thanks to their exceptional electronic and are magical.
cyberwarfare capabilities, Corruptors easily overwhelmed
human armies by turning their own weapons against them. Components
Grenade Launcher. (AC 16; hp 35) Destroying this
component disables the Grenade launch attack.
Heat Core. (AC 19; hp 25) This component is
exposed when the machine overheats. Hitting it
when exposed causes massive damage.
Spike Launcher. (AC 16; hp 30) Destroying these
component disables the ranged spikes attack.

Actions
Multiattack. The Corruptor makes two melee
attacks with claws and tail.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 21 (3d10 + 4) slashing damage
and the target must succeed on a DC 16 Strenght
saving throw or be knocked prone.
Grenade launch. The Corruptor hurls a grenade
that explodes at a point it can see within 60 feet
of it. Each creature in a 20-foot-radius sphere
centered on that point must make a DC 18
Dexterity saving throw. A creature takes 25 (6d6
+ 4) fire damage on a failed save, of half as much
on a successful one.
Spikes. Ranged Weapon Attack: +6 to hit, reach
30/120 ft., one target. Hit 5 (2d6 + 2) piercing
damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10ft.,
one target. Hit 17 (3d8 + 4) piercing damage or
32 (6d8 + 4) piercing damage if the target is
prone.

MACHINES | CORRUPTOR
14
Many Corruptors were destroyed during Operation Hijacking other machines
Enduring Victory, but they produced faster than they could Corruptors can force other machines to bring them to fight
be destroyed and quickly overran human defenses. Finally, by its side. Any machine hijacked in this way gains the
all the biomass on Earth was consumed and they fell Corrupted Template (see here) and acts without any
dormant for centuries until humans reappeared and began memory of past. A Corruptor can use this ability once per
to unearth them. The Eclipse cult put them to good use by day.
using their Override ability to recruit machines for their As a DM, you can decide how much and which machines
army. near the Corruptor are being hijacked at the same time.
News reached the Nora about machines that were Bearing in mind that with this feature Corruptors gain
"corrupted," acting overly aggressive and committing allies indefinitely, you should choose wisely the number of
coordinated attacks, contrary to their typical animal-like machines that are being affected.
behavior. Soon after a War Party is sent after the Eclipse
detachment that slaughtered the Proving contestants, a Loot
Corruptor attacks a Nora fort and breaches the gate with
the aid of several Corrupted machines. Corruptors can loot random objects after being killed like
Metal Shards, Metalburn, Luminous Braidings and a
Abilities Medium Machine Core in addition to specific items as
Corruptors are well-equipped machines of war, and were Corruptor Lens or Corruptor Heart.
instrumental in mankind's fall in the 21st century thanks to
their signature ability; they can override and control any
automated unit and turn it against their enemy.
In addition to this, the Corruptor is armed with grenade
and spike launchers that give it varied ranged options, as
well as a long, barbed tail to impale enemies. Finally, the
Corruptor can also use its agility to its advantage, whether
running down an enemy or performing a long-distance
jump to outmaneuver its opponents.

MACHINES | CORRUPTOR
15
Glinthawk
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 attack when it flies out of an enemy's
reach. Glinthawk
Immutable form. The Glinthawk is immune to any The Glinthawk is an aerial GAIA Terraformer Machine
spell or effect that would alter its form. which resembles a bird, much like the similar Stormbird,
Magic Resistance. The Glinthawk has advantage on though far smaller. Its purpose is to scavenge destroyed
saving throws against spells and other magical Machines, but it will attack humans on sight with damaging
effects. ice attacks.
Magic Weapons. The Glinthawk's weapon attacks
are magical. Appearance
Scavenge chassis. Glinthawks can recycle chassis Glinthawks have several avian characteristics, such as
of other machines by eating them. The Glinthawk armor plating that resembles feathers, and avian wings, tail,
takes 1 minute to recycle the chassis and regains legs and feet. The general appearance of the chassis
21 (6d6) hit points. resembles that of a vulture. The beak is composed of three
separate jaws made to firmly grasp mechanical parts. It has
Components two visual sensors in the same position as a vulture's eyes.
Beak. (AC 18; hp 30) Destroying this component A Freeze Sac, containing a volatile liquid, is positioned on
disables the Glinthawk's ability to Scavenge its breast.
chassis from other machines.
Freeze Sac. (AC 20; hp 45) Destroying this
History
component disables the ranged Freeze spit attack Glinthawks were created by GAIA as part of the
and triggers an explosion. Each creature within terraforming process after the Faro Plague destroyed
30 feet of it must make a DC 18 Dexterity saving Earth's biosphere in the mid-21st century. As such, they
throw, taking 28 (8d6) cold damage on a failed were one of the first Machines encountered by humans as
save, or half as much damage on a successful they explored and settled in their tribal lands. Glinthawks
one. perform the same function with destroyed Machines that
vultures perform with carrion; they process parts from the
Actions chassis of destroyed Machines for recycling.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft., Initially, Glinthawks were docile Machines that shied
one target. Hit 22 (4d8 + 4) slashing damage. away from a human if one approached a herd. However,
Freeze spit. The Glinthawk spits cold liquid to a
with the onset of the Derangement, Glinthawks, and all
creature within 30 feet that must make a DC 20
other GAIA Terraformers, began exhibiting increasing
Dexterity saving throw. The target takes 14 (4d6) hostility toward humans. By the time the Nora Brave Aloy
cold damage on a failed save, or half as much became an adult, Glinthawks were attacking humans on
damage on a successful one. In addition, on a sight.
failed save creatures gain the lv 3 of exhaustion. Sometimes Glinthawks were deliberately used by
Moreover, the 20-feet-radius area centered on humans as weapons. They can be attracted by using
the target becomes difficult terrain and each devices that emit specific radio signals. However, a flock of
creature that starts its turn in that area must Glinthawks can be very dangerous if summoned in this
succeed on a DC 18 Constitution or gains 1 lv of way.
exhaustion. The exhaustion condition lasts for 1
minute or until someone takes an action to
reheat the creature. (Exhaustion: PHB 291).

MACHINES | GLINTHAWK
16
Abilities
Glinthawks normally congregate in flocks of three or more.
This makes them particularly dangerous, as they therefore
attack as a flock. Like Stormbirds, their attacks are made
even more potent by the superiority of aerial attacks
against ground targets. A Glinthawk has one ranged attack
and one melee attack.
Glinthawks can lift the chassis of small destroyed Author's Note
Machines such as Watchers, in order to carry them off for Depending on machine's size and condition, the
scavenging. They will congregate around the chassis of a DM establishes how many times a Glinthawk can
Machine that is too large for them to lift and scavenge the scavenge for heal itself from a chassis. Generally,
chassis in situ. It is unknown if they work in conjunction machines can be scavenged from one to five
with Scrappers, their terrestrial counterparts, or compete times.
with them for resources. However, given that Machines These machines are also designed for
never attack each other unless one has been corrupted or encounters with 3-5 units. Overall, the challenge
overriden, it is likely that the two would work together rating should be about 14.
rather than in competition, though this has never been
seen.
Loot
Glinthawks can loot random objects after being killed like
Metal Shards, Sparkers, Chillwaters, Wires and a Small
Machine Core in addition to specific items as Glinthawk
Lens or Glinthawk Heart.

MACHINES | GLINTHAWK
17
This gun can be shot off the Ravager's back and can be
Ravager used against the beast or other targets. The Ravager can
The Ravager is a machine in Horizon Zero Dawn. A use this weapon both while stationary and on the move.
fearsome combat machine, it is agile, tough, and equipped
for battle. Loot
Ravagers can loot random objects after being killed like
Appearance Metal Shards, Sparkers, Chillwater, Luminous Braidings,
In many ways, the Ravager closely resembles the Sawtooth, Wires and a Medium Machine Core in addition to specific
and it may, in fact, be an "upgraded" version of it. However, items as Ravager Lens or Ravager Heart.
while the Sawtooth closely resembles a big cat, the
Ravager more resembles a wolverine or large wolf.
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.
Abilities
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.

Ravager Freeze Canister. (AC 17; hp 36) Hitting this


component with cold damage has 70% of probab. of
Large construct (machine), unaligned
triggering an explosion that works as Fireball spell (lv
Armor Class 13 4), but deals cold damage instead of fire damage and
Hit Points 157 (15d10 + 75) harms this machine, too.
Speed 50 ft. Power Cell. (AC 15; hp 36) Destroying these
components disables the lightning bonus damage to
the bite attacks. Hitting this component with
STR DEX CON INT WIS CHA lightning damage has 70% of probab. of triggering
21 (+5) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 1 (-5) an explosion that deals 21 (6d6) lightning damage to
all creatures within 15 feet and harms this machine,
Saving Throws Str +9, Con +9 too.
Skills Stealth +4
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, Actions
frightened, poisoned
Senses passive Perception 14 Multiattack. The Ravager makes two attacks: one with
Challenge 12 (8400 XP) its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one
Immutable form. The Ravager is immune to any spell target. Hit 16 (2d10 + 5) piercing damage plus 14
or effect that would alter its form. (4d6) lightning damage.
Magic Resistance. The Ravager has advantage on Cannon. The Ravager shoots pojectiles from its
saving throws against spells and other magical cannon in a 30-foot cone. Each creature in that area
effects. must make a DC 16 Dexterity saving throw, taking
Magic Weapons. The Ravager's weapon attacks are 32 (6d8 + 5) fire damage on a failed save, or half as
magical. much on a successful one.
Claws. Melee Weapon Attack: +9 to hit, reach 10ft.,
Components one target. Hit 22 (3d10 + 5) slashing damage.
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 machine. (More details on further releases)
MACHINES | RAVAGER
18
Snapmaw Abilities
The Snapmaw is the only known amphibious machine Like all machines, with the exception of the Tallneck,
type. Snapmaws behave much like crocodiles, basking in Snapmaws attack humans on sight. They seem to obtain
the sun, swimming and generally moving slowly. However, electrical energy via the array of solar panels on their
also like crocodiles, they are capable of bursts of backs, presumably by sunning themselves on the banks
formidable speed and aggression. 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,
Appearance purifying the water and the soil at the bottom by destroying
The Snapmaw's chassis resembles that of an enormous toxins and removing minerals as per their purpose.
crocodile, with a long, crocodilian snout, complete with However, when attacking, Snapmaws move with great
metal teeth, a heavyset reptilian body, four crocodilian legs speed. A Snapmaw employs both ranged and melee
and feet, and a long, stout, powerful tail. It's walk exactly attacks.
mirrors that of a crocodile. There are two visual sensors in The Snapmaw belches a blast of volatile liquid from its
the same position as a crocodile's eyes. An armored Blaze mouth at an enemy. Similar to the ranged attack of a
canister sits atop each shoulder. The gullet is composed of Glinthawk, this liquid causes damage on contact with the
a Freeze Sac, which produces a volatile liquid. An array of enemy due to its intense cold. It also pools around the
solar panels line the top of its back. enemy, causing residual damage and curtailing the enemy's
ability to fight.
History 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 Loot
onset of the Derangement, Snapmaws were built expressly
for this task but, with the onset of the Derangement, they Snapmaws can loot random objects after being killed like
were modified for aggressive combat against humans. They Metal Shards, Sparkers, Blazes, Chillwaters, Wires,
are found in and on the banks of many of the rivers west of Luminous Braidings and a Medium Machine Core in
the Nora Sacred Land. addition to specific items as Snapmaw Lens or Snapmaw
Heart.

MACHINES | SNAPMAW
19
Snapmaw Freeze Sac. (AC 20; hp 45) Destroying this
component disables the ranged Freeze spit attack
Large construct (machine), unaligned
and triggers an explosion. Each creature within 30
Armor Class 15 feet of it must make a DC 18 Dexterity saving throw,
Hit Points 181 (19d10 + 76) taking 28 (8d6) cold damage on a failed save, or half
Speed 30 ft. as much damage on a successful one.

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

MACHINES | SNAPMAW
20
Possibly developed from unused terraforming designs, the
Thunderjaw Thunderjaw represents the pinnacle of the combat class,
The Thunderjaw is a machine in Horizon Zero Dawn. It is potentially surpassing the fighting capabilities of even the
considered an Apex Combat machine, meaning that it is FAS-FSP5 Khopesh. It shakes the earth with every step
one of the largest and most dangerous of all machines. Its and few enemies, mechanical or organic, dare attack it.
size, power, and an array of highly damaging attacks, both According to Hunters Lodge manuscripts, Ahsis was the
ranged and melee, make it the most feared machine among first human to ever face and bring down a Thunderjaw, and
the tribes, so much so that the machine has attained an its wrecked carcass now hangs from the ceiling of the
almost legendary status. Hunters Lodge HQ. Although this event was the first time
the Carja ever encountered Thunderjaws, the machines
Appearance existed some time earlier; a pair of Thunderjaws were seen
in the Nora territory of the Embrace on the day of Aloy's
The Thunderjaw is a huge bipedal machine with features Naming Ritual, over 9 years earlier.
akin to those of a theropod dinosaur, particularly the At one point, a Thunderjaw known as Redmaw terrorized
Tyrannosaurus Rex: powerful and bulky legs, a long body, the Sundom. Many hunting parties were sent out to kill it
and a heavy tail to maintain equilibrium. As its name but to no avail, giving it a reputation among the Carja as a
suggests, the head of the Thunderjaw features two sets of legendary, immortal beast. Eventually tracked down, Ahsis
appendages resembling mandibles that spread to the sides and Talanah of the Hunters Lodge both went to take the
when it roars. monster down, and it was destroyed by Talanah and Aloy
Its visual sensor array is composed of six sensors on after it fatally wounded Ahsis.
each side of the head, arranged in a staggered vertical
configuration of three side by side. Twin cannons are Abilities
affixed to the sides of its mandibles, one on each side. Like all machines with the exception of the Tallneck, a
There is an additional energy beam weapon in its mouth. Thunderjaw will attack a human on sight. The Thunderjaw
An array of Blaze canisters is on its back, heavily protected is armed with a variety of weapons and will employ an
by armor plating. Under its belly is an array of similarly array of ranges and melee attacks.
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 Loot
armed with a pair of scythe-like fins, used in combat when Thunderjaws can loot random objects after being killed like
the Thunderjaw swings its tail. Metal Shards, Sparkers, Chillwater, Blazes, Echo Shells,
The Thunderjaw seems to be a much larger and more Crystal Braidings and a Large Machine Core in addition to
combat-oriented cousin of the Watcher, as both resemble specific items as Thunderjaw Lens or Thunderjaw Heart.
theropod dinosaurs, have no forelimbs, a long tail, and
scanning equipment in their heads.
History
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.

MACHINES | THUNDERJAW
21
Thunderjaw Heart. (AC 25; hp 65) Hitting this component deals
greater damage to the machine.
Gargantuan construct (machine), unaligned
Power Cell. (AC 20; hp 75) Hitting this component
Armor Class 17 with lightening damage has 70% of probab. of
Hit Points 300 (17d20 + 119) triggering an explosion that works as Fireball spell (lv
Speed 40 ft. 7), but deals lightning damage instead of fire damage
and harms this machine, too.
STR DEX CON INT WIS CHA Radar. (AC 18; hp 55) Destroying this component
disables the scanning ability.
26 (+8) 13 (+1) 24 (+7) 3 (-4) 14 (+2) 1 (-5)
Tail. (AC 18; hp 70) Destroying this component
Saving Throws Str +14, Con +13 disables the Tail attacks.
Damage Vulnerabilities physical damage to Data
Nexus and Heart Actions
Damage Resistances lightning, physical damage from Multiattack. The Thunderjaw makes two attacks: one
nonmagical weapons with bite and one with tail, or two cannon bursts. It
Damage Immunities poison, psychic can't make both melee attacks against the same
Condition Immunities charmed, exhaustion, target.
frightened, poisoned
Senses passive Perception 18 Bite. Melee Weapon Attack: +14 to hit, reach 15ft.,
Challenge 18 (20000 XP) one target. Hit 5 (4d8 + 8) piercing damage.
Disc launcher. Two small drones soar throw the air
Immutable form. The Thunderjaw is immune to any and shoot projectiles. Each creature within a 30-foot-
spell or effect that would alter its form. cone must make a DC 18 Dexterity saving throw,
taking 27 (6d8) piercing damage on a failed save, or
Magic Resistance. The Thunderjaw has advantage on half as much on a successful one.
saving throws against spells and other magical
effects. Cannon burst. Ranged Weapon Attack: +7 to hit,
reach 40ft., one target. Hit 14 (3d8) fire damage.
Magic Weapons. The Thunderjaw's weapon attacks
are magical. Laser sweep (Recharge 5-6) The Thunderjaw charges
its cannon and release many golden energy beams in
Components a fan pattern. Each creature within a 20-foot-cone
must make a DC 22 Dexterity saving throw, taking
Blaze Canister. (AC 20; hp 75) Hitting this 54 (12d8) necrotic damage on a failed save, or half
component with fire damage has 70% of probab. of as much on a successful one.
triggering an explosion that works as Fireball spell (lv
7) and harms this machine, too. Stomp. The Thunderjaw hits the ground with a
powerful foot stomp. Each creature within 20 feet of
Cannon. (AC 20; hp 80) Destroying these it take 14 (3d8) bludgeoning damage and must
components disables Cannon attacks. succeed on a DC 20 Strenght saving throw or be
Data Nexus. (AC 22; hp 45) Hitting this component knocked prone.
deals greater damage to the machine. Scan. The Thunderjaw can use Radar to detect and
locate all creatures within 90 feet during its turn.
Disc Launcher. (AC 18; hp 80) Destroying these
components disables disk launcher attacks. This Tail. Melee Weapon Attack: +7 to hit, reach 20ft., one
weapon can be picked up and used after detached target. Hit 26 (4d8 + 8) bludgeoning damage.
from the machine. (More details on further releases) Otherwise, the Thunderjaw can swipe its tail against
all creatures in a 15-foot-cone. Each creature in that
Freeze Canister. (AC 20; hp 75) Hitting this
area must make a DC 18 Dexterity saving throw,
component with cold damage has 70% of probab. of
taking 17 (2d8 +8) bludgeoning damage on a failed
triggering an explosion that works as Fireball spell (lv
save, or half as much on a successful one.
7), but deals cold damage instead of fire damage and
harms this
MACHINES machine, too.
| THUNDERJAW
22
Credit
Designed by Daniele Vecchio (/u/irondany90 or
dvlab.dev@gmail.com).
Photoshop by Daniele Vecchio.
Writing: the dedicated people of Horizon Zero Dawn
Wikia (http://horizonzerodawn.wikia.com/wiki/) and If you like this work and you want to support us, pay us a
myself. beer on Patreon!
Guerrilla Games (https://www.guerrilla-games.com/) for You can find us also at this direct link:
the awesome original videogame. https://www.patreon.com/user?u=5422409.
The Homebrewery
(http://homebrewery.naturalcrit.com/) for the web tool.
Art credit:
Cover image: anoncraft.com
Page3: PlayStation Europe Follow us!
Page4: Gamersguide.com Put a like on our page Irondany - Homebrew Creations for
All machines: Horizon Zero Dawn Wikia updates, new projects and many other things!
Page10: Tom Delboo Here is the direct link:
Page11: Xelku9 https://www.facebook.com/irondanydev.
Page13: neogaf.com
Page15: Nazz Abdoel
Page17: neogaf.com
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CreditPage: PlayStation Europe If you want to support us through PayPal, now it's possible
here: paypal.me/DanielV90.
Coming next...
This is a preview of a bigger and more complete work
focused on the beautiful world of Horizon Zero Dawn.
Next releases will deal with: Version 2.3
Updates of this document; Last update of this document on 31/8/17.
Changelog here.
Other machines; Special thanks to my Patron Joel M. for his
Nora, Carja, Oseram and Banuk archetypes; support.
Override rules;
Items and weapons from the game;
...Everything comes to mind!
In the meanwhile... check the Character
Option document here!

CREDIT
23

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