Huge machine

Armour Class 17 (plating)
Hit Points 169 (117 - 299)
Speed 50 ft.

+6 (A) +1 (D) +0 (D) +0 (D)

Skills notice +6
Damage Vulnerabilities fire
Condition Immunities charmed, corrupted, exhaustion, frightened, overridden, paralyzed, poisoned
Senses night vision 60 ft., passive notice 16
Challenge 9 (5,000 XP)

Overheat (threshold 80). The corruptor occasionally overheats. Whenever it takes fire damage, it adds an equal amount to its overheat score, starting from 0 and up to a maximum equal to its threshold (note to self: remember it has vulnerability and double threshold accordingly). If the corruptor begins its turn and has taken no fire damage since the end of its last turn, its overheat score is reduced by 20. Once the threshold is reached, the corruptor overheats and its heat core component is exposed until the end of the currently active creature's turn next round. When the heat core is no longer exposed, the corruptor's overheat threshold resets to 0.

Pounce. If the corruptor moves at least 20 feet straight toward a creature and then hits it with a smash attack on the same turn, that target must succeed on a DC 20 might saving throw or be knocked prone. If the target is prone, the corruptor can make one tail talon attack against it as a bonus action.

Standing Leap. The corruptor’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.


Multiattack. The corruptor makes three attacks using any combination of its tail talon, fling rock, and corruption spike attacks.

Tail Talon. Melee weapon attack: +12 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) melee impact damage.

Fling Rock. Ranged weapon attack: +12 to hit, range 30 ft., one target. Hit: 13 (3d4 + 6) ranged impact damage.

Smash. Melee weapon attack: +12 to hit, reach 10 ft., one target. Hit: 28 (5d8 + 6) melee impact damage.

Tail Whip. The corruptor deals a total of 9d10 melee impact damage to its choice of targets within 15 feet, and may divide the damage dice among them as it wishes. All creatures within 15 feet of the corruptor must make a DC 20 Finesse saving throw. On a failed save a creature takes any damage assigned to it, if any, and is knocked prone. On a successful save a creature takes only half its assigned damage, if any, and is not prone.

Boulder Throw (recharge 4-6). The corruptor picks up a boulder or debris with its tail and hurls it up to 120 feet. All creatures within a 15 ft. diameter area within range must make a DC 20 Finesse saving throw, taking 22 (4d10) ranged impact damage on a failed save or half that on a success.

Corruption Spike (recharge 5-6). Ranged weapon attack: +12 to hit, range 50/150 ft., one target. Hit: 13 (3d4 + 6) ranged impact damage, and the target must make a DC 20 Spirit saving throw or become corrupted for a minute. A corrupted creature repeats its saving throw at the end of each of its turns.

Inferno Blast (recharge 6). The corruptor fires six incendiary grenades, the payloads of which blanket a 30-foot radius area within 200 feet. All creatures in the area must make a DC 20 Finesse saving throw. On a failed save a creature takes 27 (6d8) fire damage and suffers 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 as much damage and isn't burning.

Override. A machine the corruptor can see within 120 feet must make a DC 20 Spirit saving throw. On a failed save, the machine gains the overridden condition. Once overridden the machine becomes completely subservient to the corruptor after a minute, along with any creature which in turn controls the corruptor.


Grenade Launcher

AC 19; durability 70; damaged by tear.

Tear. When tear damage reduces the grenade launcher's durability to zero, it breaks. The corruptor can longer use its inferno blast action.

Spike Launcher

AC 19; durability 70; damaged by tear.

Tear. When tear damage reduces the spike launcher's durability to zero, it breaks. The corruptor can longer use its corruption spike action.

Heat Core

AC 21; durability special; damaged by tear, impact

Hidden. This component is normally internal and can't be targeted. It is only exposed when the corruptor overheats.

Tear, impact. Damage dealt to the heat core is taken from the corruptor's own hit points. The corruptor is vulnerable against any damage it takes via its heat core.

Corruptor Salvage

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

If a salvage item entry has a maximum, you can only salvage it from any given machine that many times. If you've already reached the limit and roll the same result again, move up the table one step and salvage that item instead. If necessary, continue moving up the table to the next available result for which you haven't already reached capacity.

d% roll Item
1-30 6d10+45 shards
31-54 1d6+7 metalburn
55-64 1 luminous braiding (max 1)
65-74 1 corruptor lens (max 2)
75-80 1 medium machine core (max 1 )
81-84 1 corruptor heart (max 2)
89-100 1 randomly determined weave or coil (max 1).

Roll a random weave or coil from the modification table below. Rare and Very Rare modifications also have a chance of a secondary or even tertiary effect, as explained on the Weaves and Coils pages.

d% roll Modification
1-3 Common Resist Corruption Weave
4-7 Common Resist Fire Weave
8-10 Common Resist Freeze Weave
11-14 Common Resist Melee Damage Weave
15-18 Common Resist Ranged Damage Weave
19-22 Common Resist Shock Weave
23-26 Common Stealth Weave
27-29 Common Corruption Coil
30-33 Common Damage Coil
34-37 Common Fire Coil
38-40 Common Freeze Coil
41-44 Common Handling Coil
45-48 Common Melee Damage Coil
49-52 Common Shock Coil
53-55 Common Tear Coil
56-57 Rare Resist Corruption Weave
58-59 Rare Resist Fire Weave
60-61 Rare Resist Freeze Weave
62-63 Rare Resist Melee Damage Weave
64-65 Rare Resist Ranged Damage Weave
66-67 Rare Resist Shock Weave
68-69 Rare Stealth Weave
70-71 Rare Corruption Coil
72-73 Rare Damage Coil
74-75 Rare Fire Coil
76-77 Rare Freeze Coil
78-79 Rare Handling Coil
80-81 Rare Melee Damage Coil
82-83 Rare Shock Coil
84-85 Rare Tear Coil
86 Very Rare Resist Corruption Weave
87 Very Rare Resist Fire Weave
88 Very Rare Resist Freeze Weave
89 Very Rare Resist Melee Damage Weave
90 Very Rare Resist Ranged Damage Weave
91 Very Rare Resist Shock Weave
92 Very Rare Stealth Weave
93 Very Rare Corruption Coil
94 Very Rare Damage Coil
95 Very Rare Fire Coil
96 Very Rare Freeze Coil
97 Very Rare Handling Coil
98 Very Rare Melee Damage Coil
99 Very Rare Shock Coil
100 Very Rare Tear Coil

CPU Enslavement Component

If a hunter knows about Chariot-class CPU Enslavement Components (a prerequisite to becoming a Machine Master), they may choose to actively salvage one from a fallen corruptor in addition to any other salvage gained. There is 100% chance of finding the component.

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.