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 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
1-18 1d6 shards
19-36 1d4 wire
37-54 1d4 sparker
55-67 1 blaze
68-75 1 watcher lens (max 1, reroll if watcher killed by targeting eye component)
76-80 1 small machine core (max 1 )
81-84 1 watcher heart (max 1)
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
1-6 Common Resist Corruption Weave
7-13 Common Resist Fire Weave
14-19 Common Resist Freeze Weave
20-26 Common Resist Melee Damage Weave
27-33 Common Resist Ranged Damage Weave
34-40 Common Resist Shock Weave
41-47 Common Stealth Weave
48-53 Common Corruption Coil
54-60 Common Damage Coil
61-67 Common Fire Coil
68-73 Common Freeze Coil
74-80 Common Handling Coil
81-87 Common Melee Damage Coil
88-94 Common Shock Coil
95-100 Common Tear Coil
Rare Resist Corruption Weave
Rare Resist Fire Weave
Rare Resist Freeze Weave
Rare Resist Melee Damage Weave
Rare Resist Ranged Damage Weave
Rare Resist Shock Weave
Rare Stealth Weave
Rare Corruption Coil
Rare Damage Coil
Rare Fire Coil
Rare Freeze Coil
Rare Handling Coil
Rare Melee Damage Coil
Rare Shock Coil
Rare Tear Coil
Very Rare Resist Corruption Weave
Very Rare Resist Fire Weave
Very Rare Resist Freeze Weave
Very Rare Resist Melee Damage Weave
Very Rare Resist Ranged Damage Weave
Very Rare Resist Shock Weave
Very Rare Stealth Weave
Very Rare Corruption Coil
Very Rare Damage Coil
Very Rare Fire Coil
Very Rare Freeze Coil
Very Rare Handling Coil
Very Rare Melee Damage Coil
Very Rare Shock Coil
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.