Armor Class
12
Hit Points
13
(3d8)
Speed
10 ft., fly 50 ft.
STR
10
(+0)
DEX
14
(+2)
CON
10
(+0)
INT
1
(-5)
WIS
10
(+0)
CHA
3
(-4)
Senses
Passive Perception 10
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Actions
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Quick Buff to Raise CR to 1:
Hit points should be raised to 24 (7D8)
AC can be raised to 16 to take into account its agility.
Raise Dex to a 16, so that there is a +3 bonus
Make it a +5 to hit for the Sting attack.
Raise the Constitution save DC for the poison aspect of the Sting attack to a DC 14 so that it will occur more often when the attack lands.
Hey buddy, thanks for this! Super useful. :)
Is there stats for other creatures you would find in a hive? like larva and queen bee?
Also bump the size to large
wow a bug
Shouldn't the Giant Wasp's Poison Save be a DC10? Its Con is 10, so the save calculation should be 8 + 2 prof + 0 Con = 10. Am I missing something?
Sorry if youve already learned this since then, even bigger sorry if you still haven't, this isn't a page people frequent, but no the type of save the effected creature has to make doesn't represent the attribute that makes the DC in the first place, for example it's common for DCs built by a Charisma modifier to be used to determine what a creature must roll for a Wisdom saving throw. That's with player characters, with monster sheets sometimes the DC doesn't belong to anything at all, which looks to be the case here as I don't see how the outcome is 11 either. I think sometimes there's mistypes in sheets, or perhaps some writers confused on whether or not a Proficency bonus for a combat rating below 1 is still a +2 or becomes a +1, but it's sometimes more likely that they completely made a number up based on what they thought would be balanced for an encounter.
Excellent 'Conjure Animal' choice - 4 Giant Wasps, flying dish out 4d6+8 piercing PLUS 12d6 Poison
Question why they don't Rage once attacked and Reckless once taken damage
MURDERED BY ORIK AND KYOTO.
Does a Gian Wasp have a mouth? Asking just in case a friendly druid might want to zoom around in the air with Dragon's Breath cast on it.
Quick Buff to Raise CR to 1:
Hit points should be raised to 24 (7D8)
AC can be raised to 16 to take into account its agility.
Raise Dex to a 16, so that there is a +3 bonus
Make it a +5 to hit for the Sting attack.
Raise the Constitution save DC for the poison aspect of the Sting attack to a DC 14 so that it will occur more often when the attack lands
no
I know for a fact (from personal experience) that these things should be Chaotic Evil.
If you want to have a stat block more accurate to what a real giant yellow jacket would be, I'd modify the paralysis poison (As those species don't tend to have very strong venom), and give them 30 ft. tremorsense due to their high sensitivity to vibrations (a trait shared by most insects).
mud daubers and parasitic wasps can paralyze insects and spiders any where from a few weeks to a few months with a sting.
To be fair, I would argue for lawful for most wasps since they have strict and structured societies, and then for mud duabers who wont even sting you if you attack their nests, (I came here to look at stats for a homebrew mud dauber PC race), I would argue are always of the good alignment because of their aversion to hostility.
For the queen I'd buff one particular wasp as mentioned above (bee queens aren't helpless like ants and termites). For larva you could reflavor soul larva from the dmg or use poisonous snakes. One thing you could do if your working with parasitoid giant wasps is the party finds a dead giant spider or ankheg and when they investigate it a giant wasp bursts out Alien style.
I don't think you understand Tremorsense. Are you saying that a giant wasp should know that someone is walking around on ground, 25 feet above, through solid stone, while the wasp is in a buried wasp hive?
Insects might feel vibrations but not through feet and feet of solid stone. That is what tremorsense is used for.
The way it reads it doesn't appear that a target would gain the poisoned condition unless the attack takes the target to 0, that doesn't seem right, any thoughts?
Maybe this will help:
By reading the attack, on average, it is about 15 damage. If this happens to reduce the target to 0 Hit Points, they are stable but poisoned. What this is saying is that if the target is downed, they roll twice for death throws and take the lower number, as the poisoned effect states, "The target has disadvantage on attack rolls and ability checks."
The Paralysis effect states that the paralyzed creature cannot move or speak, it has advantage when being attacked, it automatically fails strength and dexterity checks, and any attack that hits the target from a creature within 5ft(the minimum map distance) is a critical hit.
Put this all together, you get the following scenario:
A character is fighting a giant wasp and is reduced to 0 hit points. The player must roll death throws but must roll twice and gain the lower number. The Giant Wasp only needs to hit the character 3 times(I think) to K.O the character as it's stinger's range is 5ft with the assistance of the paralysis if the character somehow regains hit points.
I have a cramp in my hand for typing so long, but hopefully this provides you and many others exactly what the Giant Wasps venom does.