Stalker
Stalker.png

A STALKER

Stalker

Large machine


Armour Class 16 (plating)
Hit Points 140 (84 - 210)
Speed 60 ft., climb 30 ft.


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

Skills notice +3, stealth +9
Damage Vulnerabilities shock
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 13
Challenge 8 (3,900 XP)


Pounce. If the stalker moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 17 Might saving throw or be knocked prone. If the target is prone, the stalker can make one mandible stab attack against it as a bonus action.

Actions

Multiattack. The stalker makes three claw or dart gun attacks.

Claw. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) melee impact damage.

Mandible Stab. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) melee impact damage.

Dart Gun. Ranged weapon attack: +9 to hit, range 80/240 ft., one target. Hit: 15 (3d6 + 5) melee impact damage.

Tail Whip. The stalker deals a total of 9d8 melee impact damage to its choice of targets within 10 feet, and may divide the damage dice among them as it wishes. All creatures within 10 feet of the stalker must make a DC 17 Finesse saving throw. On a failed save a creature takes any damage assigned to it, if any, and is knocked prone. On a successful save a creature takes only half its assigned damage, if any, and is not prone.

Mine Launch (recharge 6). The stalker drops four proximity mines anywhere within 25 feet. When a non-machine creature moves within 5 feet of a proximity mine it explodes. All creatures within 10 feet of the mine must make a DC 17 Finesse saving throw, taking 17 (5d6) explosive impact damage and 10 (3d6) tear damage on a failed save, or half that on a success.

Bonus Actions

Stealth Field (recharge 6). The stalker becomes near-invisible, leaving only a slight blur in the air where it should be. While in its stealth field the stalker has a +10 bonus to stealth checks. While undetected by a creature, that creature's attack rolls against the stalker have disadvantage, and likewise the stalker's attack rolls against the creature have advantage. When the stalker makes an attack against a creature, its stealth field immediately ends. If the attack hits, it is automatically a critical hit.

Components

Dart Gun

AC 18; durability 40; damaged by tear.

Tear. When tear damage reduces the dart gun's durability to zero, it breaks. The stalker can no longer use its dart gun action.

Mine Launcher

AC 18; durability 40; damaged by tear.

Tear. When tear damage reduces the mine launcher's durability to zero, it breaks. The stalker can no longer use its mine launch action.

Stealth Generator

AC 20; durability 40; damaged by tear.

Tear. When tear damage reduces the stealth generator's durability to zero, it breaks. The stalker can no longer uses its stealth field bonus action, and if it is currently under the effects of the stealth field they end immediately.

Stalker 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
1-19 1 shard
20-38 1 wire
39-57 1 sparker
58-71 1 metal vessel
72-81 1 echo shell
82-87 1 stalker lens (max 1 )
88-93 1 luminous braiding (max 1 )
94-97 1 medium machine core (max 1)
98-100 1 stalker 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.