Ravager
Ravager.png

A RAVAGER

Ravager

Huge machine


Armour Class 17 (plating)
Hit Points 180 (120 - 255)
Speed 50 ft.


MIGHT FINESSE ACUMEN SPIRIT
+6 (B) +2 (D) -2 (D) -2 (D)

Skills notice +2
Damage Resistances shock
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 14
Challenge 10 (5,900 XP)


Pounce. If the ravager 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 16 might saving throw or be knocked prone. If the target is prone, the sawtooth can make one shocking bite attack against it as a bonus action.

Actions

Multiattack. The ravager makes four claw attacks, or one smash attack and one claw attack.

Claw. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) melee impact damage.

Shocking Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) melee impact damage and 9 (2d8) shock damage, and the target suffers the stunned condition until the end of their next turn.

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

Ravager Cannon (recharge 5-6). All creatures in a 10-ft. wide, 200-ft. long line originating from the ravager must make a DC 18 Finesse saving throw. A creature has advantage on the saving throw if it is more than 50 ft. from the ravager or if it is adjacent to a creature larger than itself which is also in the area and closer to the ravager. A creature takes 29 (5d10 + 2) laser damage on a failed save, or half that on a success.

Shock Cocoon (recharge 5-6) The ravager projects an electrical field around itself. All creatures within 15 feet of the ravager must make a DC ?? Finesse saving throw. On a failed save, a creature takes 31 (7d8) shock damage and suffers the stunned condition until the end of their next turn. On a successful save, a creature takes only half damage and isn't stunned.

Components

Freeze Canister

AC 19; durability 50; 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 chillwater can be salvaged from the component.

Freeze. When freeze 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 suffer 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 ravager 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.

Power Cell

AC 19; durability 50; damaged by tear, shock.
Tear. When tear damage reduces the power cell's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 sparker can be salvaged from the component.

Shock. When shock damage reduces the power cell's durability to zero, it explodes. Every creature within 15 feet must make a DC 12 finesse saving throw or take 10 (3d6) shock damage and suffer the stunned condition until the end of their next turn. On a successful save, a creature takes only half damage and isn't stunned. The ravager automatically fails its saving throw.

Ravager Cannon

AC 17; durability 70; damaged by tear, impact.
Tear. When tear damage reduces the ravager cannon's durability to zero, it breaks off and falls in a randomly determined adjacent space. The ravager can no longer use its ravager cannon action. The ravager cannon can be picked up and wielded as a heavy weapon (see below).

Impact. When impact damage reduces the ravager cannon's durability to zero, it is destroyed. The ravager can no longer use its ravager cannon action.

Heavy Weapon. In the hands of a hunter, a ravager cannon is a heavy weapon. From the time it is removed from a ravager it can be fired a total of 15 times. When fired by a hunter, it rapidly fires a dense grouping of lasers. All creatures in a 5-ft. wide, 200-ft. long line originating from the hunter must make a Finesse saving throw, with a DC equal to 8 + the hunter's Finesse modifier + their proficiency bonus. A creature has advantage on the saving throw if it is more than 50 ft. from the hunter or if it is adjacent to a creature larger than itself which is also in the area and closer to the hunter. A creature takes laser damage equal to 5d10 + the hunter's Finesse bonus on a failed save, or half that on a success.

Sawtooth 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.

d% roll Item
1-23 1 shard
24-46 1 wire
47-69 1 sparker
70-81 1 chillwater
82-87 1 luminous braiding (max 1 )
88-93 1 ravager lens (max 1 )
94-97 1 medium machine core (max 1)
98-100 1 ravager 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.