Chris Van Deelen

No. Enc: 1d12
Alignment:  Neutral
Movement: 180' (60')
AC: -2 (2 if grounded)
HD: 1
Attacks: 1 Bite, 6 claws, 1 stinger plus special
Damage: 1d3, 1d2/1d2/1d2/1d2/1d2/1d2, 1d4
Save: L1
Morale: 11
Hoard Class: Incidental (up to GM to decide)

These are the mutated descendants of the Tarantula Hawk Wasp. They have grown to spectacular sizes and have become a major menace to the inhabitants of the South Western desert wastes of what had been the United States. To make matters worse, the creatures have spread across many of the arid regions of the world and can be found in all warm climates.

Physically, the creatures have grown to be around 3 feet in length and weigh about ten pounds.  The carapaces of the creature is incredibly tough, so tough that most melee weapons cannot penetrate it.

The Cazadors have distinctive orange coloured wings and the carapace is a dark black, when hit by light reflects a bluish tint. The eyes are huge and ruby red as well, which allow them to see in both the normal and ultraviolet spectrums, making them excellent night hunters.

Cazador, which means Hunter in Spanish, are just that, they are deadly and efficient hunters. The travel the wastes, spreading out from a large central nest (which is always built in large ruins, caverns or high in trees that are large enough to support a colony of these creatures). They can be found as far out as 200 miles from their central colony.

They are carnivorous and feed off anything that they can kill. When they engage a target in combat, they will use their natural weapons to their best advantage, getting eight attacks in a single round.

Opponents find them exceedingly difficult to hit due to their incredibly tough natural armour, their size and the speed at which they fly. Fortunately for those who engage these creatures in combat if they can get past the speed and armour, they are quite fragile and will be killed typically with one blow. If for some reason the Cazador is forced to land or is incapable of flying, the creature suffers a +4 to its AC, making it significantly easier to hit. As a result, they loath to be caught on the ground.

But it’s not their number of attacks, nor their speed and ferocity that make these insects so feared in the wastes. It is the toxins that they can employ. The stinger, if it hits, has two different types of toxins. First is combination of poison and paralytic poison. It causes 4 hit dice of damage and will paralyze a victim for 1d6 rounds. The target is allowed a save versus poison and if they succeed they take 2d6 damage and are not paralyzed.

The second poison they use causes 1d6 points of damage for 3d6 rounds, and each round the target is allowed a save against the poison. If the save ever succeeds, they are able to shake it off, however, each round they fail, they continue to take damage.

Once a target has been paralyzed,