Huge machine

Armour Class 15 (plating)
Hit Points 96 (56 - 136)
Speed 50 ft.

+5 (B) +1 (D) -2 (D) -2 (D)

Skills notice +2
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 12
Challenge 5 (1,800 XP)

Pounce. If the sawtooth 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 bite attack against it as a bonus action.


Multiattack. The sawtooth makes three claw attacks.

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) melee impact damage.

Bite. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) melee impact damage.

Smash. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) melee impact damage.


Blaze Canister

AC 17; durability 40; 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 sawtooth automatically fails its saving throw.

Sawtooth 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
1-18 2d4+10 shards
19-36 1d6+6 wires
37-54 1d4+1 sparkers
55-67 1d4 blaze
68-72 1 luminous braiding (max 1 )
73-77 1 sawtooth lens (max 2)
78-81 1 medium machine core (max 1 )
82-84 1 sawtooth heart (max 2)
85-100 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
1-4 Common Resist Corruption Weave
5-9 Common Resist Fire Weave
10-13 Common Resist Freeze Weave
14-18 Common Resist Melee Damage Weave
19-23 Common Resist Ranged Damage Weave
24-28 Common Resist Shock Weave
29-33 Common Stealth Weave
34-37 Common Corruption Coil
38-42 Common Damage Coil
43-47 Common Fire Coil
48-51 Common Freeze Coil
52-56 Common Handling Coil
57-61 Common Melee Damage Coil
62-66 Common Shock Coil
67-70 Common Tear Coil
71-72 Rare Resist Corruption Weave
73-74 Rare Resist Fire Weave
75-76 Rare Resist Freeze Weave
77-78 Rare Resist Melee Damage Weave
79-80 Rare Resist Ranged Damage Weave
81-82 Rare Resist Shock Weave
83-84 Rare Stealth Weave
85-86 Rare Corruption Coil
87-88 Rare Damage Coil
89-90 Rare Fire Coil
91-92 Rare Freeze Coil
93-94 Rare Handling Coil
95-96 Rare Melee Damage Coil
97-98 Rare Shock Coil
99-100 Rare Tear Coil
Very Rare Resist Corruption Weave
Very Rare Resist Fire Weave
Very Rare Resist Freeze Weave
Very Rare Resist Melee Damage Weave
Very Rare Resist Ranged Damage Weave
Very Rare Resist Shock Weave
Very Rare Stealth Weave
Very Rare Corruption Coil
Very Rare Damage Coil
Very Rare Fire Coil
Very Rare Freeze Coil
Very Rare Handling Coil
Very Rare Melee Damage Coil
Very Rare Shock Coil
Very Rare Tear Coil
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.