Young Cazador
Small beast
Armour Class 15 (natural armour)
Hit Points 45 (10d6 + 10)
Speed 10 ft., fly 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 20 (+5) | 12 (+1) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +5
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 3 (700 XP)
Compound Eyes and Keen Sense of Smell. The cazador has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The cazador flies wildly, and is difficult to hit. The cazador reduces the damage of any attack against it by 5 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The cazador doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics. The cazador has advantage on attack rolls against a creature if at least one of the cazador’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage and 10 (4d4) poison damage. If the target is a creature, it must succeed on a DC 13 saving throw or gain the poisoned condition. The target may repeat its saving throw at the end of each of its turns to end the poisoned condition.
Cazador
Medium beast
Armour Class 15 (natural armour)
Hit Points 105 (14d8 + 42)
Speed 15 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 16 (+3) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +6
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 6 (2,300 XP)
Compound Eyes and Keen Sense of Smell. The cazador has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The cazador flies wildly, and is difficult to hit. The cazador reduces the damage of any attack against it by 5 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The cazador doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics. The cazador has advantage on attack rolls against a creature if at least one of the cazador’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Sting. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and 18 (4d8) poison damage. If the target is a creature, it must succeed on a DC 15 saving throw or gain the poisoned condition. The target may repeat its saving throw at the end of each of its turns to end the poisoned condition.
Giant Cazador
Large beast
Armour Class 18 (natural armour)
Hit Points 152 (16d10 + 64)
Speed 20 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 18 (+4) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +8
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 9 (5,000 XP)
Compound Eyes and Keen Sense of Smell. The cazador has advantage on Wisdom (Perception) checks to notice movement, or that rely on smell.
Erratic Flight. The cazador flies wildly, and is difficult to hit. The cazador reduces the damage of any attack against it by 5 (but not damage from an area effect such as a weapon’s burst fire).
Flyby. The cazador doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics. The cazador has advantage on attack rolls against a creature if at least one of the cazador’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Sting. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 26 (4d12) poison damage. If the target is a creature, it must succeed on a DC 18 saving throw or gain the poisoned condition. The target may repeat its saving throw at the end of each of its turns to end the poisoned condition.
Specimen 73
Medium beast
Armour Class 19 (natural armour)
Hit Points 221 (26d8 + 104)
Speed 15 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 22 (+6) | 18 (+4) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +8
Damage Immunities Poison, Radiation
Condition Immunities Poisoned, Radiation Sickness
Senses passive Perception 16
Languages none
Challenge 16 (15,000 XP)
Erratic Flight. The cazador flies wildly, and is difficult to hit. The cazador reduces the damage of any attack against it by 5 (but not damage from an areaeffect such as a weapon’s burst fire).
Flyby. The cazador doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics. The cazador has advantage on attack rolls against a creature if at least one of the cazador’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Sting. Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and 18 (4d8) poison damage. If the target is a creature, it must succeed on a DC 18 saving throw or gain the poisoned condition. The target may repeat its saving throw at the end of each of its turns to end the poisoned condition.
Legendary Actions
Specimen 73 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. Spent legendary actions are regained at the start of each turn.
Sting. Specimen 73 makes a sting attack.
Detect. Specimen 73 makes a Wisdom (Perception) check.
Kick up Dust (costs 2 actions). Each creature within 10 feet of Specimen 73, including around a corner,must succeed on a DC 20 Constitution saving throw or be blinded until the end of Specimen 73’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of Specimen 73’s next turn.
Recovery. Specimen 73 regains 27 (1d10 + 4d8 + 4) hit points. It may only use this legendary action once per combat round.
Reposition. Specimen 73 disengages half its normal movement or fly speed.