Watcher
Watcher.png

A WATCHER

RedeyeWatcher.png

A REDEYE WATCHER

Watcher

Medium machine


Armour Class 13 (plating)
Hit Points 12 (6 - 19)
Speed 30 ft.


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

Skills notice +2
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses night vision 60 ft., passive notice 12
Challenge 1/4 (50 XP)


Pounce. If the watcher moves at least 20 feet straight toward a creature and then hits it with a smash attack on the same turn, that target must succeed on a DC 10 might saving throw or be knocked prone. If the target is prone, the watcher can make one tail strike against it as a bonus action.

Actions

Blinding Stun Flash. All non-machine creatures within 5 feet of the watcher must succeed on a DC 10 finesse saving throw or be blinded and disoriented until the end of the watcher's next turn.

Energy Blast. Ranged weapon attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) explosive impact damage.

Smash. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d10) melee impact damage.

Tail Strike. Melee weapon attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) melee impact damage.

Components

Eye

AC 16; durability special; damaged by tear, impact.
Tear, Impact. Damage dealt to the watcher's eye is doubled, then applied to the watcher's hit points.

Redeye Watcher

Medium machine


Armour Class 13 (plating)
Hit Points 36 (18 - 57)
Speed 30 ft.


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

Skills notice +4
Senses night vision 60 ft., passive notice 14
Challenge 1 (200 XP)


Pounce. If the redeye watcher moves at least 20 feet straight toward a creature and then hits it with a smash attack on the same turn, that target must succeed on a DC 12 might saving throw or be knocked prone. If the target is prone, the watcher can make one tail strike against it as a bonus action.

Actions

Multiattack. The redeye watcher makes three attacks with its energy blast.

Blinding Stun Flash. All non-machine creatures within 5 feet of the watcher must succeed on a DC 12 finesse saving throw or be blinded and disoriented until the end of the watcher's next turn.

Energy Blast. Ranged weapon attack: +7 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) explosive impact damage.

Smash. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10) melee impact damage.

Tail Strike. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) melee impact damage.

Components

Eye

AC 17; durability special; damaged by tear, impact.
Tear, Impact. Damage dealt to the watcher's eye is doubled, then applied to the redeye watcher's hit points.

Watcher Salvage

d20 roll Number of Items
1-9 1
10-15 2
16-19 3
20 4

If a salvage item says "(max 1)", if you roll the same result again for the same machine treat the result as though it were the previous available entry in the table. If that loot item is also limited to a maximum of 1 and has already been received, keep moving up the table.

d% roll Item
1-27 1 shard
28-54 1 wire
55-81 1 sparker
82-90 1 watcher lens (max 1, reroll if watcher killed by targeting eye component)
91-95 1 small machine core (max 1)
96-100 1 watcher heart (max 1)
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.