Large machine

Armour Class 12 (plating)
Hit Points 27 (12 - 42)
Speed 60 ft.

+3 (C) +0 (C) -2 (D) -2 (D)

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 8
Challenge 1/2 (100 XP)


Kick. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) melee impact damage, and a large or smaller target must succeed on a DC 13 might saving throw or be knocked prone. If the target is prone, the strider can make one stomp attack against it as a bonus action.

Stomp. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) melee impact damage.


Blaze Canister

AC 15; durability 10; 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 10 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 strider automatically fails its saving throw.

Strider 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
1-20 1d6+2 shards
21-40 1d3 wires
41-60 1d2 sparkers
61-73 1d2 blaze
74-80 1 strider lens (max 2)
81-84 1 small machine core (max 1 )
85-88 1 strider heart (max 2)
89-100 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
1-6 Common Resist Corruption Weave
7-13 Common Resist Fire Weave
14-19 Common Resist Freeze Weave
20-26 Common Resist Melee Damage Weave
27-33 Common Resist Ranged Damage Weave
34-40 Common Resist Shock Weave
41-47 Common Stealth Weave
48-53 Common Corruption Coil
54-60 Common Damage Coil
61-67 Common Fire Coil
68-73 Common Freeze Coil
74-80 Common Handling Coil
81-87 Common Melee Damage Coil
88-94 Common Shock Coil
95-100 Common Tear Coil
Rare Resist Corruption Weave
Rare Resist Fire Weave
Rare Resist Freeze Weave
Rare Resist Melee Damage Weave
Rare Resist Ranged Damage Weave
Rare Resist Shock Weave
Rare Stealth Weave
Rare Corruption Coil
Rare Damage Coil
Rare Fire Coil
Rare Freeze Coil
Rare Handling Coil
Rare Melee Damage Coil
Rare Shock Coil
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.