Corrupted Machines

Corrupted machines are those which have been hacked by HADES using the network hijacking capabilities of the chariot line (including corrupters, deathbringers, and metal devils). As a result of that hack, the machine obeys HADES. A side effect of corruption is the breakdown of metalburn components within the machine. This causes the machine to leak acidic fluids and act with extreme violence and aggression toward creatures not recognised as allies.

Corrupted Machine Template

Any machine that doesn't belong to the chariot class can become corrupted. It retains all its statistics except as noted below.

Challenge. The template makes significant changes which necessitate a recalculation of the machine's challenge rating. Use the guidelines in the DMG to recalculate the rating after you apply the template.

Hit Points. The machine gains a number of additional Hit Dice equal to half its normal Hit Dice, rounded down.

Conditions. The machine is immune to the corrupted condition. It gains the enraged condition. The effects of the enraged condition are reproduced below for convenience.

Because it is enraged, the following effects apply to the machine:

  • Advantage on Might checks and Might saving throws.
  • The creature deals additional damage when making melee attacks using Might. The bonus to their damage roll is dependent on the creature's original CR before applying this template, as shown in the enraged damage table.
  • The creature has resistance to melee and ranged impact damage.
CR Enraged Damage CR Enraged Damage CR Enraged Damage
0-2 +2 12-14 +6 24-26 +10
3-5 +3 15-17 +7 27-29 +11
6-8 +4 18-20 +8 30 +12
9-11 +5 21-23 +9

Contamination Aura. The machine oozes an acidic substance, contaminating surfaces within an area determined by its size, as shown in the contamination aura table. The contamination aura includes the machine's own space.

Machine Size Contamination Aura
Small 5 ft. from the machine in all directions
Medium 5 ft. from the machine in all directions
Large 10 ft. from the machine in all directions
Huge 15 ft. from the machine in all directions
Gargantuan 20 ft. from the machine in all directions

When a creature enters a contaminated space for the first time on a turn or starts its turn there, it must make a Finesse saving throw (DC = 8 + the machine's Might bonus + the machine's Proficiency bonus). On a failed save, the creature takes 7 (2d6) chemical damage. On a failed save a creature's movement speed is also reduced by 5 feet (to a minimum of 5 feet). At the beginning of each of its turns, an affected creature may make a Might saving throw against the same DC, returning to its normal movement speed on a success.

If the machine ends its turn and one or more spaces it contaminated are no longer within its contamination aura, the contamination remains until the beginning of the machine's next turn.

Contaminating Touch. The machine's melee attacks deal additional chemical damage dependent on the machine's original CR before applying this template. When a creature takes chemical damage from the machine's melee attack it must make a Might saving throw (DC = 8 + the machine's Might bonus + the machine's Proficiency bonus). On a failed save the creature's movement speed is reduced by 5 feet (to a minimum of 5 feet). At the beginning of each of its turns, an affected creature may make a Might saving throw against the same DC, returning to its normal movement speed on a success.

CR Melee Chemical Damage CR Melee Chemical Damage
0-5 +1d4 18-23 +2d8
6-11 +1d8 24-29 +2d10
12-17 +1d12 30 +2d12

Fire Vulnerability. The corrupted machine is vulnerable towards fire damage.

Frenzied. The corrupted machine is hostile toward any creature it doesn't consider its ally (see the hacked trait below) and aggressively attacks its enemies without concern for its own safety.

Hacked. The corrupted machine is subordinate to HADES as well as creatures designated by HADES (such as Eclipse officers), and it follows the orders of any such creature. Creatures that serve HADES are the corrupted machine's allies and exempt from its frenzied behaviour.

Override Immunity. The machine can't be overridden by a machine master.

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