Rockbreaker
Rockbreaker.png

A ROCKBREAKER

Rockbreaker

Gargantuan machine


Armour Class 16 (plating)
Hit Points 204 (136 - 289)
Speed 40 ft., burrow 60 ft.


MIGHT FINESSE ACUMEN SPIRIT
+8 (C) -2 (D) -2 (D) -2 (D)

Skills notice +
Damage Resistances fire
Damage Vulnerabilities freeze
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., tremorsense 300 ft., passive notice 18
Challenge 13 (1,800 XP)


Leaping Crush. If the rockbreaker burrows at least 30 feet straight toward a creature and then hits it with a smash attack on the same turn, that target takes 22 (4d10) additional melee impact damage and must succeed on a DC ?? might saving throw or be knocked prone.

From Below. If the rockbreaker burrows at least 30 feet it can emerge from the ground in a space occupied by one or more other creatures. Those creatures are pushed to the nearest available free spaces. If the rockbreaker makes a mouth drills attack against a creatures it has pushed and hits, the target takes the attack's usual damage and is also knocked prone.

Actions

Multiattack. The snapmaw makes three attacks.

Mouth Drills. Melee weapon attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) melee impact damage.

Smash. Melee weapon attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) melee impact damage. If the target is a creature, it must succeed on a DC 18 Might saving throw or be knocked prone.

Legendary Actions

The rockbreaker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The rockbreaker regains spent legendary actions at the start of its turn.

Attack. The rockbreaker makes one attack.

Rock Blast (costs 2 legendary actions).

Rock Volcano (costs 2 legendary actions).

Components

Blaze Canister

AC 18; 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 blaze can be salvaged from the component.

Fire. When fire damage reduces the canister's durability to zero, it explodes. Every creature within 15 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 snapmaw automatically fails its saving throw.

Freeze Sac

AC 18; durability 50; damaged by tear, impact.

Tear, impact. When damage reduces the freeze sac's durability to zero, it explodes. The snapmaw can no longer use its freeze burst attack. 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. The snapmaw automatically fails its saving throw. 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.

Snapmaw 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
1-17 1 shard
18-34 1 wire
35-51 1 sparker
52-65 1 blaze
66-79 1 chillwater
80-86 1 luminous braiding (max 1 )
87-93 1 snapmaw lens (max 1 )
94-97 1 medium machine core (max 1)
98-100 1 snapmaw 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.