Medium Beast, Unaligned
- AC
- 13
- Initiative
- +2 (12)
- HP
- 22 (5d8)
- Speed
- 10 ft., Fly 50 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| INT | 1 | -5 | -5 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | -4 | -4 |
Traits
Flyby. The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
Actions
Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage plus 5 (2d4) Poison damage.
How to run Giant Wasp
A giant wasp on the party's side requires a framing. A druid's animal companion or wild shape. A ranger's bonded mount. A beastmaster's trained terror. Commit to the bonded-handler relationship because Intelligence 1 doesn't support independent loyalty.
In combat, use the wasp for distraction and aerial advantage. Fly speed 50 feet, Sting at +4 for 1d6+2 plus 2d4 poison, Flyby so it never takes opportunity attacks. Have it dive at enemy casters, forcing them to think about defense instead of spellcasting. An enemy swatting at a wasp is using actions on something other than the party.
The wasp follows the handler's directions within limits. It won't hide in a backpack. It won't stay silent during stealth. It will leave to feed if ignored for a day. If the handler dies, the wasp returns to wild behavior and the party treats it as an adversary next round.
Give the wasp a name. The player will pick one within five minutes.
A giant wasp is a CR 1/2 flying swarm threat with 22 HP, AC 13, 50 feet of fly speed, and a Sting at +4 for 1d6+2 piercing plus 2d4 poison. Flyby means it never provokes opportunity attacks when flying out of reach. One wasp is a nuisance. Three to six defending a hive is an encounter.
Run them in swarms. Place the nest somewhere the party would naturally disturb it: a hollow tree across the trail, a shrine eave they want to camp under, barn rafters. One wasp circles and buzzes. Five converging on the cleric while the party shoots is a real scene. Fly speed 50 feet beats walking. Dex 14 keeps them above melee reach unless the party has polearms or ready actions.
Intelligence 1 and Unaligned means wasps don't think. They react. Once a wasp targets a PC, it stays on that target until the target or wasp stops moving. A wasp that sees an ally hit will focus on the attacker. They don't retreat under fire, don't break off from prone targets, and don't leave until the swarm is broken or the party reaches distance from the nest.
The encounter ends when the party kills enough wasps to scatter the rest, or when they retreat far enough that the swarm disengages and returns. Describe the buzz before the wasp. The sound is the warning.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.