Chris Van Deelen

No. Enc: 1d4
Alignment: Neutral
Movement: 210’ (70’) fly
                    90’ (30’) ground
AC: 2
HD: 7
Attacks: 2 stingers or 2 claws, 1 bite, and 2 wing slaps
Damage: 1d6 / 1d6 plus class 10 poison, or 2d4+3d6 / 2d4+3d6, 1d6+3d6 / 1d4+3d6 / 1d4+3d6
Save: L7
Morale: 8
Hoard Class: I, II (both x5), V (x10), XXI (60% for each artifact category)

When one combines mutation caused from fallout and other toxins released during the final wars, as well as the ‘uplift virus’ (see Wisdom from the Wastelands issue 4: New Races), as many new and terrifying life-forms were created during the end as species were driven to extinction.

One of these new species is an mutated version of the Spider-Wasp, a carnivorous wasp, which preyed upon spiders as sustenance and a host for their eggs. Initially these creatures were quite rare in the wastelands as there were so few spider species that were physically large enough to support the eggs they laid in them.

This issue slowly resolved as more and more mutant spiders of gargantuan proportion were found among the wastes and ruins left behind at the end of the final wars – although it was speculated that several species of mutant spider were in fact created by these mutant wasps. It is said that these creatures found intact laboratories and samples of the uplift virus and used both to create humanoid spider species to be used as hosts.

No one can say with any certainty that this is the case, but it certainly has led to a great deal of speculation among the various scholars who study the numerous species that have evolved over the centuries.

They have a natural amenity towards the usually docile and peaceful Arachnid Hominids. The hate and animosity between the two species is quite legendary, especially among the Arachnid’s, who actively seek out and destroy these mutant wasps. 

Physically these mutant insects have a very humanoid appearance. They have evolved to possess only a single set of legs and arms, and have clearly male and female anatomies. The eyes are large and are not faceted, instead they glow brightly, even during the daylight hours. Instead of having a single pair of antenna, they have four to six that jut from the top of their skulls.

The hands possess only three fingers and they are very long and end in wickedly sharp talons. The mouth is small and usually unseen, and there are a pair of mandibles that are used for feeding. The flesh of the creature is surprisingly soft and supple, and is a blue-black in color. Females have long black hair while the males tend to be bald. They have a pair of fully functional wings that appear to be more suited for a moth than a wasp.

In combat, the creature is able to attack with all its natural weapons and is a shockingly deadly foe, although they are not quite as hearty as they would have other species believe. They will first attempt to paralyze a target, using stingers that they can shoot from their wrists. The stinger has a range of 100’ and if they successfully hit a target, the victim is subjected to class 10 poison.  The mutant insect has 3d4 stingers in each arm and they grow back at the creature’s natural healing rate per day, per arm.

The bite is also poisonous and anyone bitten will have to save versus class 10 poison. On top of these attacks, they are capable of using their wings to knock opponents off their feet. Anyone struck by a wing must make Dexterity check or be knocked prone.

Typically they will leave people alone and will not attack or harm them in any way, unless the person displays any spider-like attributes (including web, clinging, mutli-faceted eyes, multiple eyes, and so forth).

These mutant wasps mate once every 3-5 years and the female gestates 2d6 eggs inside her abdomen. She can keep these eggs in her body indefinitely until she is able to locate a suitable spider in order to paralyze and implant the eggs

Once she has implanted the eggs, they will constantly inject class 10 poison into the hosts bloodstream, ensuring that the host will remain paralyzed and incapacitated. The eggs will then mature and hatch into larva in 1d6 days’ time. Each larva will then begin to consume the host’s body from the inside out until there is nothing left except the hollow chitin shell. The larva will inflict 3d6 points of damage per turn, per larva. Once the victim has been reduced to zero hit-points the larva will then undergo a metamorphosis, which will take 2d6 days to complete. When the metamorphosis is complete, the newly formed Sathra will emerge from the shell with 1d3 hit-dice and will appear as smaller versions of the adult. They will continue to feed upon whatever is handy and will grow at the rate of 1 hit dice per six months until they reach adulthood.

Those who deal with the Sathra find them to be cold and calculating and often quite alien. They are highly intelligent and are quite capable of using weapons and armor, if it suits them. Most of the time when they are dealing with species not of their own kind, they are able to use their limited shape-shifting ability to appear as pure humans.

One thing they will always trade for and will often pay good coin or artifacts is the location of gargantuan or humanoid spiders. They also will always trade for other spiders, which they consume in order to survive.

Rumor has it that approximately 1 in 100 of these mutant wasps is capable of breeding with humanoids. For some reason these offshoots are always female and are far more human in appearance. These are more sympathetic towards humanoids, unlike their brethren and are always looking for a mate.

Males who mate with the females are never harmed and the female is always impregnated. They have the same gestation period as a human and will give birth to 1d3 offspring. The children always appear to be humanoid, having their father’s mutations as well as the mother’s requirement for spider flesh, increased Strength and Dexterity and a toxic bite.

These hybrids always live with the father but have close ties to the mother and others of her species, and have an innate hatred of anything arachnid in nature. They are also a relatively new addition to the species, having only shown up in the past fifty years or so. What this means to the species remains a mystery.

Mutations: Aberrant form (natural weapons), bizarre appearance (d), dietary requirement change (spider flesh), gigantism, increased physical attribute (Dexterity and Strength), shapeshift (modified) toxic weapon.

Source: Spider-Man comics

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.