Scrapper
Scrapper.png

A SCRAPPER

Scrapper

Large machine


Armour Class 14 (plating)
Hit Points 36 (20 - 56)
Speed 40 ft.


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

Skills notice +4
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 14
Challenge 1 (200 XP)


Pounce. If the watcher 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 13 might saving throw or be knocked prone. If the target is prone, the watcher can make one tail strike against it as a bonus action.

Salvager. The scrapper breaks down fallen machines and other Metal World technologies it finds. Refer to the salvaging page for rules governing this trait.

Actions

Multiattack. The scrapper makes two claw attacks or three laser bursts.

Claw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) melee impact damage.

Grinding Jaw. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) melee impact damage.

Laser Sweep. All creatures in a 20 ft. long, 5 ft. wide line must make a DC 13 finesse saving throw. On a failed save, they take 7 (2d4 + 2) laser damage.

Laser Burst. Ranged weapon attack: +5 to hit, range 30 ft., one target. Hit: 4 (1d4 + 2) laser damage.

Scan. The scrapper learns the current positions of all moving creatures and objects within 60 ft. of its own location, and can identify objects of salvageable value. The scrapper's scanner can be fooled by a creature who isn't visible to the scrapper and who remains completely still completely still. As a reaction when the scrapper scans, a creature that can see the scrapper but is hidden from it may make a DC 10 Finesse (Stealth) check. On a success, the scrapper doesn't learn the creature's location.

Components

Power Cell

AC 15; durability 20; 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 10 feet must make a DC 12 finesse saving throw or take 7 (2d6) 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 scrapper automatically fails its saving throw.

Radar

AC 16; durability 20; damaged by tear.

Tear. When tear damages reduces the radar's durability to zero, it breaks and the scrapper can no longer use its scan action.

Scrapper 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 1d6 shards
19-36 1d4 wires
37-54 1d6 sparkers
55-65 1d2 metal vessels
66-74 1d2 processed metal blocks (max 1)
75-81 1 scrapper lens (max 2)
82-85 1 small machine core (max 1 )
86-88 1 scrapper heart (max 2)
89-94 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.