Daemonic Machines

Daemonic machines are upgraded versions augmented by HEPHAESTUS and typically found in The Cut.

Daemonic Machine Template

Any machine that doesn't belong to the chariot class can be daemonic. 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's Hit Dice are doubled.

Hacked. The corrupted machine is subordinate to HEPHAESTUS as well as creatures designated by HEPHAESTUS, and it follows the orders of any such creature. Creatures that serve HEPHAESTUS are the daemonic machine's allies.

Heavy Plating. The machine gains an addition natural armour bonus to its AC, determined by its size.

Machine Size Natural Armour
Small +2
Medium +3
Large +4
Huge +5
Gargantuan +6

Legendary Resistance. The machine gains a number of uses of the legendary resistance feature, determined by its original CR before applying this template as shown in the legendary resistance table. If the machine fails a saving throw, it can expend a use of legendary resistance to succeed instead.

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

CR Legendary Resistance Uses
0-7 1
8-15 2
16-30 3

Legendary Actions. At your option, you can give the daemonic machine access to legendary actions to make the encounter more interesting. Give it access to three or four appropriate legendary action options selected from the list below or from the legendary actions of other legendary creatures. During a combat round the daemonic machine can take 3 legendary actions, choosing from the options available to it. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The daemonic machine regains its spent legendary actions at the start of its turn.

Legendary Actions

Attack. The legendary machine makes an attack.

Charge (costs 2 actions). The legendary machine moves up to its speed then makes a melee attack.

Detect. The legendary machine makes a Acumen (Notice) check.

Fling (large/huge/gargantuan). One creature of at least one size smaller than the legendary machine that it has grappled is thrown up to 10 feet (large), 30 feet (huge), or 60 feet (gargantuan) and is knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, the secondary target must succeed on a Finesse saving throw (DC based on the legendary creature’s Might) or be knocked prone.

Frighten Foe (costs 2 actions). One creature the legendary machine can see within 30 feet must make a Spirit saving throw (DC based on the legendary creature’s Might or Spirit) or become frightened until the end of the legendary machine’s next turn.

Frightful Gaze (costs 2 actions). One creature the legendary machine can see within 10 feet must make a Spirit saving throw (DC based on the legendary creature’s Might or Spirit) or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, it is immune to the legendary machine’s frightful Gaze ability for the next 24 hours.

Kick up Dust (costs 2 actions). Each creature within 10 feet of the legendary machine, including around a corner, must succeed on a Might saving throw (DC based on the legendary creature’s Finesse or Might) or be blinded until the end of the legendary creature’s next turn.

Reposition. The legendary machine disengages half its normal movement speed.

Recovery. The legendary machine regains an equivalent number of hit points to the damage it deals with its most damaging melee or ranged attack. It may only use this legendary action once per combat round.

Smackdown. An adjacent creature of the legendary machine’s choice must make a Finesse saving throw (DC based on the legendary machine's Might) or be knocked prone.

Smash (costs 2 actions, large/huge/gargantuan only). The legendary machine makes an attack, dealing damage as normal on a hit. In addition, the target and each creature or machine adjacent to it must succeed on a Finesse saving throw (DC based on the legendary creature’s Might) or be knocked prone.

Stomp (costs 2 actions, large/huge/gargantuan only). The legendary machine stomps the ground hard. Each creature within 10 feet of the legendary machine must succeed on a Finesse saving throw (DC based on the legendary creature’s Might) or be knocked prone. The legendary creature can then move up to half its speed and either make a melee attack or attempt to grapple one creature.

Swat Away (costs 3 actions, large/huge/gargantuan only). The legendary machine makes a melee attack. If the attack hits, the target must succeed on a Might saving throw (DC based on the legendary machine’s Might) or be pushed 10 ft. (large), 15 ft. (huge), or 20 ft. (gargantuan) in a straight line away from the legendary machine. If the saving throw fails by 5 or more, the target falls prone.

Swipe (costs 3 actions, huge/gargantuan only). The legendary machine makes an attack that targets a 10 ft. by 10 ft. (huge) or 20 ft. by 10 ft. (gargantuan) line within its reach. Each creature within the line must succeed on a Finesse saving throw (DC based on the legendary machine’s Might), taking damage equal to the creature’s normal melee attack on a failed save.

Wing Attack (costs 2 actions, large/huge/gargantuan only). The legendary machine beats its wings. Each creature within 10 feet of it must succeed on a Finesse saving throw (DC based on the legendary machine’s Might) or be knocked prone. The legendary machine can then fly up to half its speed.

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