Strider
Strider.png

A STRIDER

Strider

Large machine


Armour Class 12 (plating)
Hit Points 27 (12 - 42)
Speed 40 ft.


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

Senses night vision 60 ft., passive notice 8
Challenge 1/2 (100 XP)


Actions

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 prone creature. Hit: 10 (3d4 + 3) melee impact damage.

Components

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
d% roll Item
1-24 1 shard
25-48 1 wire
49-72 1 sparker
73-85 1 blaze
82-90 1 strider lens (max. 1 per strider)
91-95 1 small machine core (max. 1 per strider)
96-100 1 strider heart (max. 1 per strider)
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.