Creatures
GIANT °\MP
Medium beast, unaligned
Armor Class 12 (natural arm r)
Hit Points 13 (3d8)
Speed 10 ft., fly 50 ft, swim 50 ft.
STR DEX CON INT
10 (+O) 14(+2) 10 (+O) 1 (-5)
D mage Immunities pis n
Condition Immunities pis ne d
Senses passive percepti n 1 O
Langu ges -
Challenge 1/2 (100 XP)
WIS CHA
10 (+O) 3 (-4)
Shivering Sickness Carrier. After the enc unt er, any
creature attacked by the giant hive wasp must succeed
n a DC 11 C ns tituti n saving thr w r bee m e
infected. A creature with natural arm r has advantage
n the save. Sympt ms begin t manifest in 2d6 h urs.
Sympt ms include blurred visi n, dis r ientati n, and a
sudden dr p in b d y temperature that causes
unc n tr I lab le shivering and teeth chattering. After the
ns et f sympt m s, the infected creature regains nl y
half the normal number f hit pi nts by spending Hit
Dice and no hit pi nts fr m a Ing rest. The infected
creature als has disadvantage n ability checks and
attack r lls. At the end f the I n g rest, the infected
creature repeats the saving thr w , shaking ff the
disease n a successful save.
Not for res le. Permission gr nted to print or photocopy this document for person I use only.
Acti n s
Sting Me lee Weapon Attack +4 to hit, reach 5 feet,
ne target. Hit 5 (1 d6+ 2) piercing damage, and the
target must make a DC 11 C nstituti n saving
thr w, taking 10 (3d6) pois n damage on a failed
save, r half as much damage n a successful
ne. If the pois n damage reduces the target t O
hit pi nts, the target is stable but pi s ne d fr 1
hour, even after regaining hit pi nts, and is a
paraly ed while pi s ne din this way.
TOM Of ANNIHILATION COMPANION 46
WASP QUEEN
Medium beast, unaligned
Armor Class 15 (natural arm r)
Hit Points 130 (20d8)
Speed 10 ft., fly 50 ft, swim 50 ft.
STR DEX CON INT
10 (+0) 20 (+5} 14 (+2} 3 (-4)
Saving Throws Dex +8; C n +4;
Skills Percepti n +4
D mage Immunities pis n
Condition Immunities pis ne d
Senses passive percepti n 14
Langu ges-
Challenge 7 (2,900 XP)
WIS l cHA
12(+1} 5 (-3)
Hive Queen. Giant wasps within 30 feet f the wasp
queen carry the Shivering Sickness disease and are
immune t insect repellent while she is alive.
-
Protect the Queen. While the wasp queen is adjacent t
at least ne giant wasp, attacks against her have
disadvantage.
Shivering Sickness Carrier: After the enc unt er, any
creature attacked by the wasp queen must succeed n a
DC 11 C ns tituti n saving thr w r bee m e infected. A
creature with natural arm r has advantage n the save.
Sympt ms begin t manifest in 2d6 h urs. Sympt ms
include blurred visi n, dis r ientati n, and a sudden
dr p in b d ytemperature that causes unc nt r I lable
shivering and teeth chattering. After the ns et f
Not for res le. Permission gr nted to print or photocopy this document for person I use only.
sympt m s, the infected creature regains nl y half
the normal number f hit pi nts by spending Hit
Dice and no hit pi nts fr m a Ing rest. The
infected creature als has disadvantage n ability
checks and attack r I Is. At the end f the I ng
rest, the infected creature repeats the saving
thr w , shaking ff the disease n a successful
save.
Acti n s
Multiattack. The Wasp Queen can make two sting attacks.
Sting. Melee Weapon Attack +8 to hit, reach 5 feet,
ne target. Hit 12 (2d6+5) piercing damage, and
the target must make a DC 15 C nstituti n saving
thr w, taking 17 (Sd6) pois n damage on a failed
save, r half as much damage n a successful
ne. If the pois n damage reduces the target t O
hit pi nts, the target is stable but pi s ne d fr 1
hour, even after regaining hit pi nts, and is a paraly
ed while pis ne din this way.