Thunderjaw
Thunderjaw.png

A THUNDERJAW

Thunderjaw

Gargantuan machine


Armour Class 17 (plating)
Hit Points 300ish (60 - 150)
Speed 50 ft.


MIGHT FINESSE ACUMEN SPIRIT
+8 (C) +0 (B) -2 (D) -2 (D)

Skills notice +??
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 300 ft., night vision 120 ft., passive notice ??
Challenge Target CR is 16 (?? XP)


Charge. If the thunderjaw moves at least 20 feet straight toward a target and then hits it with either a bite or stomp attack on the same turn, the target takes an extra ??? (?d?) melee impact damage. If the target is a creature, it must succeed on a DC ?? Strength saving throw or be knocked prone.

Legendary Resistance (3/day). If the thunderjaw fails a saving throw, it can choose to succeed instead.

Radar. The thunderjaw has blindsight out to a range of 300 ft. (already included in its statblock).

Actions

Multiattack. The thunderjaw can use its Frightful Presence. It then makes two attacks: one with its bite and one with its stomp. Finally, it also uses one of its disc launchers or its cannons.

Bite. Melee weapon attack: +?? to hit, reach 15 ft., one target. Hit: ?? (?d? + ??) melee impact damage.

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

Tail. Melee weapon attack: +?? to hit, reach 20 ft., one target. Hit: ?? (?d? + ??) melee impact damage.

Cannons. ???

Disc Launcher. ???

Laser Barrage. ???

Frightful Presence. Each creature of the thunderjaw's choice that is within 120 feet of the thunderjaw and aware of it must succeed on a DC ?? Spirit saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the thunderjaw's Frightful Presence for the next 24 hours.

Legendary Actions

The thunderjaw can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The thunderjaw regains spent legendary actions at the start of its turn.

Detect. The thunderjaw makes an Acumen (Perception) check.

Tail Attack. The thunderjaw makes one attack.

Laser Sweep (costs 2 legendary actions). ??

Components

Blaze Canister (4)

AC 19; durability ??; 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 grazer automatically fails its saving throw.

Radar. The thunderjaw has blindsight out to a range of 120 ft. (already included in its statblock).

Cannon (2)

AC 19; durability ??; damaged by tear.
Tear. ??

Data Nexus / Heart

AC 21; durability special; damaged by tear, impact.

Damage dealt to either the thunderjaw's data nexus or heart is doubled, then applied to the thunderjaw's hit points.

Disc Launcher (2)

AC 19; durability ??; damaged by tear.
Tear. ??

Freeze Canister (6)

AC 19; durability ??; damaged by tear, freeze.

Tear. When tear damage reduces the canister's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 chillwater can be salvaged from the component.

Freeze. 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) freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. The bellowback automatically fails its saving throw. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.

Power Cell (4)

AC 19; durability ???; damaged by tear, shock.
Tear. When tear damage reduces the power cell's durability to zero, it breaks off and falls in a randomly determined adjacent space. 1 sparker can be salvaged from the component.

Shock. When shock damage reduces the power cell's durability to zero, it explodes. Every creature within 10 feet must make a DC 12 finesse saving throw or take 10 (3d6) shock damage and suffer the stunned condition until the end of their next turn. On a successful save, a creature takes only half damage and isn't stunned. The longleg automatically fails its saving throw.

Radar

AC 21; durability ??; damaged by tear.
Tear When tear damage reduces the radar's durability to zero, it is disabled. The thunderjaw loses the benefit of its radar feature, removing its blindsight.

Tail

AC 19; durability ??; damaged by tear.
Tear When tear damage reduces the tail's durability to zero, it is disabled. The thunderjaw can no longer make tail attacks.

Thunderjaw 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
1-15 5d10+170 shards
16-30 3d4+12 sparkers
31-42 1d6+10 blaze
43-54 1d6+10 chillwater
55-63 1d6+4 echo shells
64-71 1 crystal braiding (max 1)
72-76 1 thunderjaw lens (max 2)
87-81 1 large machine core (max 1 )
82-84 1 thunderjaw heart (max 2)
85-100 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
1-3 Common Resist Corruption Weave
4-7 Common Resist Fire Weave
8-10 Common Resist Freeze Weave
11-14 Common Resist Melee Damage Weave
15-18 Common Resist Ranged Damage Weave
19-22 Common Resist Shock Weave
23-26 Common Stealth Weave
27-29 Common Corruption Coil
30-33 Common Damage Coil
34-37 Common Fire Coil
38-40 Common Freeze Coil
41-44 Common Handling Coil
45-48 Common Melee Damage Coil
49-52 Common Shock Coil
53-55 Common Tear Coil
56-57 Rare Resist Corruption Weave
58-59 Rare Resist Fire Weave
60-61 Rare Resist Freeze Weave
62-63 Rare Resist Melee Damage Weave
64-65 Rare Resist Ranged Damage Weave
66-67 Rare Resist Shock Weave
68-69 Rare Stealth Weave
70-71 Rare Corruption Coil
72-73 Rare Damage Coil
74-75 Rare Fire Coil
76-77 Rare Freeze Coil
78-79 Rare Handling Coil
80-81 Rare Melee Damage Coil
82-83 Rare Shock Coil
84-85 Rare Tear Coil
86 Very Rare Resist Corruption Weave
87 Very Rare Resist Fire Weave
88 Very Rare Resist Freeze Weave
89 Very Rare Resist Melee Damage Weave
90 Very Rare Resist Ranged Damage Weave
91 Very Rare Resist Shock Weave
92 Very Rare Stealth Weave
93 Very Rare Corruption Coil
94 Very Rare Damage Coil
95 Very Rare Fire Coil
96 Very Rare Freeze Coil
97 Very Rare Handling Coil
98 Very Rare Melee Damage Coil
99 Very Rare Shock Coil
100 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.