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Giant Wasp

Medium Beast, unaligned

CR 1/2

100 XP

AC: 12
HP: 13 (3d8)
Speed: walk 10 ft. , fly 50 ft.
Senses: passive Perception 10
Languages:
STR
10
+0
DEX
14
+2
CON
10
+0
INT
1
-5
WIS
10
+0
CHA
3
-4

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 Reference

Challenge: CR 1/2
Type: Beast
Size: Medium
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Giant Wasps are aggressive ambush predators that attack in coordinated swarms. Use their mobility and AC 12 to make them challenging for low-level parties, positioning them among terrain features like trees or ruins. They should dart in, sting, and retreat to make combat dynamic. Consider using 3-4 wasps together to create a genuine threat without overwhelming the party.

Combat Tactics

Giant Wasps prioritize flying hit-and-run attacks, staying airborne to avoid melee retaliation. They focus fire on wounded or isolated party members, using their sting's poison damage to wear down targets over time. They flee if reduced to half health or fewer than half their number remain.

Environment & Setting

Ideal in outdoor locations like forests, meadows, or cliff faces where they can use three-dimensional terrain. Nests in hollow trees, ruins, or caves create natural encounter hooks and tactical complexity.