Shadow Carja
ShadowCarja.png

SHADOW CARJA CONCEPT ART

Shadow Soldier

Medium human


Armour Class 13 (medium stalwart outfit)
Hit Points 32 (12 - 52); Stamina Points 4
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+2 (C) +2 (C) +0 (D) +0 (C)

Proficiency +3
Skills stealth +5
Senses passive notice 10
Challenge 1 (200 XP)


Child of the Sun. The shadow soldier has advantage on Might saving throws it makes to resist heat, and fire damage it takes from any source is reduced by 3.

Shadowed Trails (1/long rest). While in dim light or darkness, the shadow soldier can reroll one attack roll, Might or Finesse ability check, or Might or Finesse saving throw.

Stalwart. The shadow soldier wears medium stalwart armor. They are immune to effects that cause the blinded condition (but not the condition itself), as well as effects caused by sound.

Actions

Multiattack. The shadow soldier makes two attacks with its spear or blade. If the shadow soldier wields a blade in both hands, it can make a third blade attack.

Spear. Melee weapon attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) melee impact damage or 6 (1d8 +2) melee impact damage if wielded in two hands.

Blade. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) melee impact damage.

Shadow Sniper

Medium human


Armour Class 14 (medium stalwart outfit)
Hit Points 28 (12 - 48); Stamina Points 4
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+1 (A) +3 (C) +2 (D) +0 (C)

Proficiency +3
Skills notice +5, stealth +6
Senses passive notice 15
Challenge 1 (200 XP)


Child of the Sun. The shadow sniper has advantage on Might saving throws it makes to resist heat, and fire damage it takes from any source is reduced by 3.

Shadowed Trails (1/long rest). While in dim light or darkness, the shadow sniper can reroll one attack roll, Might or Finesse ability check, or Might or Finesse saving throw.

Stalwart. The shadow sniper wears medium stalwart armor. They are immune to effects that cause the blinded condition (but not the condition itself), as well as effects caused by sound.

Actions

Multiattack. The shadow sniper makes two attacks with its hunter bow or its blade.

Carja Hunter Bow. Ranged weapon attack: +6 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hunter Arrow. 6 (1d6 + 3) ranged impact damage and 2 (1d4) tear damage.
  • Fire Arrow. 5 (1d4 + 3) ranged impact damage and 3 (1d6) fire damage. Additionally, the target must make a DC 14 Finesse saving throw or gain the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed.

Blade. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee impact damage.

Shadow Archer

Medium human


Armour Class 14 (medium stalwart outfit)
Hit Points 28 (12 - 48); Stamina Points 4
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+1 (A) +3 (C) +2 (D) +0 (C)

Proficiency +3
Skills notice +5, stealth +6
Senses passive notice 15
Challenge 1 (200 XP)


Child of the Sun. The shadow archer has advantage on Might saving throws it makes to resist heat, and fire damage it takes from any source is reduced by 3.

Shadowed Trails (1/long rest). While in dim light or darkness, the shadow archer can reroll one attack roll, Might or Finesse ability check, or Might or Finesse saving throw.

Stalwart. The shadow archer wears medium stalwart armor. They are immune to effects that cause the blinded condition (but not the condition itself), as well as effects caused by sound.

Actions

Multiattack. The shadow archer makes two attacks with its sharpshot bow or its blade.

Sharpshot Bow. Ranged weapon attack: +6 to hit, range 150/600 ft., one target. Hit: By ammo type.

  • Precision Arrow. 10 (2d8 + 3) ranged impact damage and 5 (2d4) tear damage.

Blade. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee impact damage.

Grenade (1 only). The shadow archer throws a grenade at a target point within 60 feet. Creatures within 10 feet of the target point must make a DC 14 Finesse saving throw, and have advantage on this save if they are further than 20 feet from the shadow archer. On a failed save a target take 17 (5d6) explosive impact damage and 14 (4d6) tear damage; on a successful save, a target takes only half as much damage of each type.

Shadow Heavy

Medium human


Armour Class 14 (medium stalwart outfit)
Hit Points 88 (44 - 143); Stamina Points 11
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+3 (B) +1 (B) +2 (D) +0 (C)

Proficiency +3
Skills athletics +6, stealth +5
Senses passive notice 12
Challenge 4 (1,100 XP)


Child of the Sun. The shadow heavy has advantage on Might saving throws it makes to resist heat, and fire damage it takes from any source is reduced by 3.

Shadowed Trails (2/long rest). While in dim light or darkness, the shadow heavy can reroll one attack roll, Might or Finesse ability check, or Might or Finesse saving throw.

Stalwart. The shadow heavy wears medium stalwart armor. They are immune to effects that cause the blinded condition (but not the condition itself), as well as effects caused by sound.

Actions

Multiattack. The shadow heavy makes three attacks with its blade.

Blade. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) melee impact damage.

Firestriker (recharge 4-6). Ranged weapon attack: +5 to hit, range 60/180 ft., one target. Hit: 25 (7d6 + 1) explosive impact damage. If the target is Large or smaller, it must succeed at a DC 13 Might saving throw or be knocked prone, and in addition any creatures within 5 feet of its own space must make a DC 13 Finesse saving throw. On a failed save, such creatures take 14 (4d6) explosive impact damage.

Elite Shadow Heavy

Medium human


Armour Class 14 (medium stalwart outfit)
Hit Points 135 (75 - 210); Stamina Points 15
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+4 (B) +2 (B) +3 (D) +1 (C)

Proficiency +4
Skills athletics +8, stealth +6
Senses passive notice 13
Challenge 6 (2,300 XP)


Child of the Sun. The elite shadow heavy has advantage on Might saving throws it makes to resist heat, and fire damage it takes from any source is reduced by 3.

Shadowed Trails (2/long rest). While in dim light or darkness, the elite shadow heavy can reroll one attack roll, Might or Finesse ability check, or Might or Finesse saving throw.

Stalwart. The elite shadow heavy wears medium stalwart armor. They are immune to effects that cause the blinded condition (but not the condition itself), as well as effects caused by sound.

Actions

Multiattack. The elite shadow heavy makes four attacks with its blade.

Blade. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) melee impact damage.

Firestriker (recharge 3-6). Ranged weapon attack: +7 to hit, range 60/180 ft., one target. Hit: 26 (7d6 + 2) explosive impact damage. If the target is Large or smaller, it must succeed at a DC 15 Might saving throw or be knocked prone, and in addition any creatures within 5 feet of its own space must make a DC 15 Finesse saving throw. On a failed save, such creatures take 14 (4d6) explosive impact damage.

Shadow Kestrel

Medium human


Armour Class 15 (light kestrel outfit)
Hit Points 180 (108 - 270); Stamina Points 18
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+4 (B) +4 (B) +3 (B) +2 (A)

Proficiency +6
Skills athletics +10, notice +9, stealth +10
Senses passive notice 19
Challenge 8 (3,900 XP)


Child of the Sun. The shadow kestrel has advantage on Might saving throws it makes to resist heat, and fire damage it takes from any source is reduced by 3.

Shadowed Trails (3/long rest). While in dim light or darkness, the shadow kestrel can reroll one attack roll, Might or Finesse ability check, or Might or Finesse saving throw.

Actions

Multiattack. The shadow kestrel makes five attacks with its blade or three with its shadow hunter bow.

Blade. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) melee impact damage.

Shadow Hunter Bow. Ranged weapon attack: +10 to hit, range 80/320 ft., one target. Hit: By ammo type.

  • Hardpoint Arrow (10/short rest). 14 (3d6 + 4) ranged impact damage and 10 (3d4) tear damage.
  • Hunter Arrow. 7 (1d6 + 4) ranged impact damage and 2 (1d4) tear damage.
  • Fire Arrow. 6 (1d4 + 4) ranged impact damage and 3 (1d6) fire damage. Additionally, the target must make a DC 18 Finesse saving throw or gain the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed.

Firestriker (recharge 3-6). Ranged weapon attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (7d6 + 4) explosive impact damage. If the target is Large or smaller, it must succeed at a DC 18 Might saving throw or be knocked prone, and in addition any creatures within 5 feet of its own space must make a DC 18 Finesse saving throw. On a failed save, such creatures take 14 (4d6) explosive impact damage.

Shadow Carja Loot

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.

CR 1/8 - CR 1

d% roll Item
1-16 1d4+4 shards
17-32 1d6 ammunition of a type carried by shadow carja (if shadow carja carries more than one type, randomly determine which type)
33-47 1 desert glass (max 1)
48-58 1 slagshine glass (max 1)
59-69 1 health potion (max 1)
70-80 1 reflective ancient charm (max 1, reroll all other charms)
81-88 1 polished ancient charm (max 1, reroll all other charms)
89-94 1 smooth ancient charm (max 1, reroll all other charms)
95-98 1 irregular ancient charm (max 1, reroll all other charms)
99-100 1 notched ancient charm (max 1, reroll all other charms)

CR 2 - CR 5

d% roll Item
1-15 1d4+12 shards
16-30 1d6 ammunition of a type carried by shadow carja
31-44 1 desert glass (max 1)
45-55 1 slagshine glass (max 1)
56-66 1 health potion (max 1)
67-77 1 reflective ancient charm (max 1, reroll all other charms)
78-85 1 polished ancient charm (max 1, reroll all other charms)
86-91 1 smooth ancient charm (max 1, reroll all other charms)
92-95 1 irregular ancient charm (max 1, reroll all other charms)
96-98 1 notched ancient charm (max 1, reroll all other charms)
99-100 1 resource supply box

CR 6+

d% roll Item
1-13 1d4+20 shards
14-26 1d6 ammunition of a type carried by shadow carja
27-37 1 desert glass (max 1)
38-48 1 slagshine glass (max 1)
49-59 1 health potion (max 1)
60-68 1 reflective ancient charm (max 1, reroll all other charms)
69-76 1 polished ancient charm (max 1, reroll all other charms)
77-83 1 smooth ancient charm (max 1, reroll all other charms)
84-90 1 irregular ancient charm (max 1, reroll all other charms)
91-96 1 notched ancient charm (max 1, reroll all other charms)
97-100 1 resource supply box
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