Bellowback
FireBellowback.png

A FIRE BELLOWBACK

FreezeBellowback.png

A FREEZE BELLOWBACK

Fire Bellowback

Huge machine


Armour Class 15 (plating)
Hit Points 143 (78 - 208)
Speed 60 ft.


MIGHT FINESSE ACUMEN SPIRIT
+5 (C) -2 (D) -2 (D) -2 (D)

Damage Resistances fire
Damage Vulnerabilities freeze
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 8
Challenge 7 (2,900 XP)


Charge. If the bellowback 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 19 (3d12) melee impact damage. If the target is a creature, it must succeed on a DC 18 Might saving throw or be knocked prone.

Actions

Ram. Melee weapon attack: +10 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) melee impact damage.

Tail Swipe. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) melee impact damage, and a Large or smaller target must succeed on a DC 18 Might saving throw or be knocked prone. If the target is prone, the bellowback can make one ram attack against it as a bonus action.

Leaping Smash (recharge 4-6). The bellowback leaps up to 20 feet and crashes down. A creature that occupied space in which the bellowback lands is pushed directly away to the nearest free space. All Large or smaller creatures within 10 feet of the bellowback or that were pushed from the space it now occupies must succeed on a DC 18 Might saving throw or be knocked prone. The bellowback can make one ram attack against a prone creature within reach.

Fire Burst. Ranged weapon attack: +10 to hit, range 40/120 ft., one target. Hit: 49 (8d10 + 5) fire damage, and the target must make a DC 18 Might saving throw. On a failed save the target suffers the burning condition, taking 8 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half as much damage and isn't burning.

Fire Spray (recharge 5-6). The bellowback exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Finesse saving throw. On a failed save a creature takes 22 (4d10) fire damage and suffers the burning condition, taking 4 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half as much damage and isn't burning.

Ring of Fire (recharge 4-6). The bellowback sprays fire at one Large or smaller creature within 15 ft., enclosing that creature in a ring of flame that remains until the beginning of the bellowback's next turn. The target must make a DC 18 Might saving throw, taking 17 (5d6) fire damage on a failed saving throw or half that on a success. If the target moves on their next turn they must pass through the ring of fire and must repeat their Might saving throw. On a failed save they take 27 (5d10) fire damage and suffer the burning condition, taking 4 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half damage and isn't burning.

Components

Blaze Canister

AC 18; durability 45; damaged by tear, fire.

Tear. When tear damage reduces the canister's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 blaze can be salvaged from the component.

Fire. When fire damage reduces the canister's durability to zero, it explodes. Every creature within 10 feet must make a DC 12 finesse saving throw or take 10 (3d6) fire damage and suffer the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half damage and isn't burning. The bellowback automatically fails its saving throw.

Cargo Sac

AC 18; durability 60; damaged by tear, impact.

Tear, impact. When damage reduces the cargo sac's durability to zero, it explodes. The bellowback can no longer use its fire burst, fire spray, or ring of fire actions. Every creature within 10 feet must make a DC 15 finesse saving throw or take 21 (6d6) fire damage and suffer the burning condition, taking 6 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half damage and isn't burning. The bellowback automatically fails its saving throw.

Gullet

AC 18; durability 60; damaged by tear, impact.

Tear, impact. When damage reduces the gullet's durability to zero, it explodes. The bellowback can no longer use its fire burst, fire spray, or ring of fire actions. Every creature within 10 feet must make a DC 15 finesse saving throw or take 21 (6d6) fire damage and suffer the burning condition, taking 6 fire damage for 1d4 turns or until the condition is removed. On a successful save, a creature takes only half damage and isn't burning. The bellowback automatically fails its saving throw.

Freeze Bellowback

Huge machine


Armour Class 15 (plating)
Hit Points 143 (78 - 208)
Speed 60 ft.


MIGHT FINESSE ACUMEN SPIRIT
+5 (C) -2 (D) -2 (D) -2 (D)

Damage Resistances freeze
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 8
Challenge 7 (2,900 XP)


Charge. If the bellowback 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 19 (3d12) melee impact damage. If the target is a creature, it must succeed on a DC 18 Might saving throw or be knocked prone.

Actions

Ram. Melee weapon attack: +10 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) melee impact damage.

Tail Swipe. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) melee impact damage, and a Large or smaller target must succeed on a DC 18 Might saving throw or be knocked prone. If the target is prone, the bellowback can make one ram attack against it as a bonus action.

Leaping Smash (recharge 4-6). The bellowback leaps up to 20 feet and crashes down. A creature that occupied space in which the bellowback lands is pushed directly away to the nearest free space. All Large or smaller creatures within 10 feet of the bellowback or that were pushed from the space it now occupies must succeed on a DC 18 Might saving throw or be knocked prone. The bellowback can make one ram attack against a prone creature within reach.

Freeze Burst. Ranged weapon attack: +4 to hit, range 40/120 ft., one target. Hit: 49 (8d10 + 5) freeze damage, and the target must make a DC 18 Might saving throw, gaining the chilled condition until the end of the bellowback's next turn on a failed save or suffering no adverse effects on a success. Each time a chilled target takes further freeze damage, it must make another DC 18 Might saving throw or become frozen until the end of its next turn, at which point it returns to being chilled for an additional turn.

Freeze Spray (recharge 5-6). The bellowback exhales chillwater in a 30-foot cone. Each creature in that area must make a DC 18 Finesse saving throw. On a failed save a creature takes 22 (4d10) freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Ring of Frost (recharge 4-6). The bellowback sprays chillwater at one Large or smaller creature within 15 ft., enclosing that creature in a ring of frost that remains until the beginning of the bellowback's next turn. The target must make a DC 13 Might saving throw, taking 17 (5d6) freeze damage on a failed saving throw or half that on a success. If the target moves on their next turn they must pass through the ring of frost and must repeat their Might saving throw. On a failed save they take 27 (5d10) freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Components

Freeze Canister

AC 18; durability 45; damaged by tear, freeze.

Tear. When tear damage reduces the canister's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 blaze can be salvaged from the component.

Freeze. When fire damage reduces the canister's durability to zero, it explodes. Every creature within 10 feet must make a DC 12 finesse saving throw or take 10 (3d6) freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. The bellowback automatically fails its saving throw. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Cargo Sac

AC 18; durability 60; damaged by tear, impact.

Tear, impact. When damage reduces the cargo sac's durability to zero, it explodes. The bellowback can no longer use its freeze burst, freeze spray, or ring of frost actions. Every creature within 10 feet must make a DC 15 finesse saving throw or take 21 (6d6) freeze damage and suffers frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. The bellowback automatically fails its saving throw. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Gullet

AC 18; durability 60; damaged by tear, impact.

Tear, impact. When damage reduces the gullet's durability to zero, it explodes. The bellowback can no longer use its freeze burst, freeze spray, or ring of frost actions. Every creature within 10 feet must make a DC 15 finesse saving throw or take 21 (6d6) freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. The bellowback automatically fails its saving throw. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Bellowback Salvage

d20 roll Number of Items
1-9 1
10-15 2
16-19 3
20 4

If a salvage item says "(max 1)", if you roll the same result again for the same machine treat the result as though it were the previous available entry in the table. If that loot item is also limited to a maximum of 1 and has already been received, keep moving up the table.

Fire Bellowback

d% roll Item
1-44 1 shard
45-33 1 blaze
78-87 1 luminous braiding
88-93 1 bellowback lens (max 1)
94-97 1 medium machine core (max 1 )
98-100 1 bellowback heart (max 1)

Freeze Bellowback

d% roll Item
1-44 1 shard
45-33 1 chillwater
78-87 1 luminous braiding
88-93 1 bellowback lens (max 1)
94-97 1 medium machine core (max 1 )
98-100 1 bellowback heart (max 1)
Horizon Zero Dawn is the sole intellectual property of Guerilla Games. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.