Shell-Walker
Shell-Walker.png

A SHELL-WALKER

Shell-Walker

Large machine


Armour Class 20 (plating, energy shield), 15 (without energy shield)
Hit Points 190 (114 - 285)
Speed 30 ft.


MIGHT FINESSE ACUMEN SPIRIT
+6 (A) -1 (D) -2 (D) -2 (D)

Damage Resistances shock
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 8
Challenge 8 (3,900 XP)


Crate Carrier. The shell-walker carries a cargo crate full of salvage. It does its best to ensure the safety of its cargo crate. If the crate holders component fails, the shell-walker uses its lightning gun to hold the cargo crate steady on its back. If the cargo crate falls to the ground, the shell-walker does its best to pick it back up using the lightning gun claw, which costs an action, after which it holds it stead on its back as previously described. The shell-walker doesn't pick up the crate if it has taken damage since the end of its last turn, prioritising its own defense against hostile creatures.

Actions

Multiattack. The shell-walker makes two attacks with its claw and one with its shield bash in any order.

Claw. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) melee impact damage.

Shield Bash. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) melee impact damage, and the target is knocked prone.

Shock Blast. Ranged weapon attack: +8 to hit, range 80/240 ft., one target. Hit: 28 (5d8 + 6) shock damage, and the target must make a DC 16 Might saving throw, suffering the stunned condition until the end of its next turn on a failed saving throw.

Shock Volley (recharge 4-6) The shell-walker makes three shock blast attacks. Each target may be no more than 30 feet from all other targets. On a hit, each attack deals only 9 (2d6 + 2) shock damage rather than a shock blast's usual damage, and the targets aren't stunned.

Homing Shock Blast (recharge 6). The shell-walker makes a shock blast attack. If the attack misses, the blast slowly pursues its target for two of its targets turns. On each turn, the target can evade the homing shock blast by moving more than 40 feet away from their position at the start of the turn. Otherwise, they must make a DC 16 Finesse saving throw at the end of their turn. On a failed save, resolve the shock blast against them. On a successful save the homing shock blast misses and continues its pursuit for one more of the target's turns. If the target evades the shock blast for both turns, the shock blast harmlessly dissipates.

Shock Pulse (recharge 5-6). The shell-walker emits a burst of shock energy around itself. All creatures within 30 feet must make a DC 16 Might saving throw. On a failed save, a creature takes 16 (4d4 + 6) shock damage and is stunned until the end of its next turn. On a successful save, a creature takes only half damage and isn't stunned.

Components

Cargo Crate

AC 20 (15 without energy shield); durability 80; damaged by tear, impact.

Tear, impact. When damage reduces the cargo crate's durability to zero, it is broken and all its contents are destroyed. When the cargo crate has taken damage before it is looted, there is a chance that all its contents are destroyed. For every 8 damage taken by the cargo crate, the chances of its contents being destroyed increase by 10%.

Crate Holders

AC 22 (17 without energy shield); durability 55; damaged by tear, impact.

Tear. When damage reduces the crate holders' durability to zero, they become broken. Tear damage causes the cargo crate to fall in a randomly determined adjacent space.

Tear, impact. When damage reduces the crate holders' durability to zero, they become broken. The shell-walker resorts to using its lightning gun to hold the cargo container on its back in place when the crate holders are broken, preventing it from using its shock blast, homing shock blast, and shock volley actions.

Lightning Gun

AC 22 (17 without energy shield); durability 55; damaged by tear.

Tear. When tear damage reduces the lightning gun's durability to zero, it breaks. The shell-walker can no longer use its shock blast, homing shock blast, and shock volley actions. It can no longer use its lightning gun claw arm to pick up a fallen crate or support the cargo crate on its back. If it is currently supporting the cargo crate with its lightning gun claw, the crate falls in a randomly determined adjacent space.

Power Generator

AC 24 (19 without energy shield); durability 55; damaged by tear.

Tear, impact. When damage reduces the power generator's durability to zero, it breaks. The shell-walker can no longer use its shock blast, homing shock blast, and shock volley actions.

Tearblast arrow. When tear damage from a tearblast arrow reduces the power generator's durability to zero, the arrow's sonic burst triggers an explosion. The shell-walker can no longer use its shock blast, homing shock blast, shock volley, and shock pulse actions. Every creature within 15 feet must make a DC 15 finesse saving throw or take 21 (6d6) 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 shell-walker automatically fails its saving throw.

Shield Claw

AC 22 (17 without energy shield); durability 55; damaged by tear.

Tear. When tear damage reduces the shield generator's durability to zero, it breaks. The shell-walker can no longer uses it shield bash attack, and its armour class is immediately reduced to 15.

Shell-Walker 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 metal vessel
82-87 1 luminous braiding (max 1 )
88-93 1 shell-walker lens (max 1 )
94-97 1 medium machine core (max 1)
98-100 1 shell-walker heart (max 1)

Cargo Crate Salvage

d20 roll Number of Items
1-8 1
9-13 2
14-17 3
18-19 4
20 5

To generate cargo crate salvage obey the following rules:

  1. Number of items types. Roll a d20 to determine the number of item types in the crate, referring to the table above.
  2. Generating salvage. All other salvage in the cargo crate comes from machines of the shell-walker's own CR or lower. Roll d100 a number of times equal to the number of item types and compare your results to the table below to determine what machines the salvage comes from.
    • You can now roll on the salvage table for each machine generated during the previous step (multiple times, in the case of duplicate results).
d100 roll Salvage Table
1-12 Watcher
13-22 Strider
23-31 Grazer
32-40 Scrapper
41-49 Broadhead
50-57 Lancehorn
58-65 Charger
66-72 Longleg
73-78 Trampler
79-84 Sawtooth
85-89 Glinthawk
90-93 Freeze Bellowback
94-97 Fire Bellowback
98 -100 Stalker
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.