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Chrysididae - Emerald Wasp




Slightly larger than the average dwarf, this construct is an exquisite imitation of a wasp crafted from shimmering-green plates. The emerald wasp doesn’t make any sound as it moves, despite armored plates sliding off of one another with gears churning beneath. When in flight, its stained-glass wings of a verdant color musically buzz and almost sound like the faux-insect is chanting incantations. The bottom of the emerald wasp is sheathed in the same green glass. Beneath that artificial lightning illuminates the pilfered muscles and sinew which holds its chassis together. Electricity gathers at the bottom of its thorax and fills its stinger instead of poison. Whenever the emerald wasp casts a spell, its wings buzz out the words while arcs of lightning form the proper arcane symbols. An asymmetrical, emerald eye dominates its forehead between twitching antennas.


Step 5 - Punishment. “Imagine my delight when the first green slaad hatched from a captured magi of the Planar Guild. Oh, his agony was something to behold, like an orchestra of suffering with a crescendo of his chest blooming as a bloody flower. The chaotic outsider proved a bit more difficult to subdue than the others.However, I was able to construct a chrysididae all the same. That is what I have come to call my… our… children, my darling. Naming them after a natural parasitoid is a bit tongue and cheek given the origins. However, I adore the irony of it. I can think of no better way to repay the Planar Guild for what they did to us. Oh, more of their wizards will fall to my minions, and birth the very machines that will lead to the demise of all of them!” -The Vespidae



Emerald Wasp

Medium construct (Chrysididae),Unaligned

Armor Class 14

Hit Points 127 (17d8 + 51)

Speed 30ft

Climb 30ft

Str 16 Dex 18 Con 17 Int 17 Wis 13 Cha 7

Damage Resistances cold, fire

Damage Immunities lightning, poison

Condition Immunities charmed, exhaustion, petrified, poisoned

Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 11

Languages Understands Common and Draconic but but can only communicate telepathcially, telepathy 120 ft.

Challenge 7 (2,900 XP)

Innate Spellcasting.

The emerald wasp's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


At will: detect magic, detect thoughts

1/day each: lightning bolt

Magic Resistance.

The emerald wasp has advantage on saving throws against spells and other magical effect

Self-Repair.

The emerald wasp regains 10 hit points at the start of its turn if it has at least 1 hit point. If the Chrysididae takes acid or necrotic damage, this trait does not function at the start of the wasp's next turn.

Actions

Multiattack.

The emerald wasp makes two attacks: one with its bite and one with its stinger.

Bite.

Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 11 (2d6+4) piercing damage.

Stinger.

Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 8 (1d8+4) piercing damage and 7 (2d6) lightning damage. In addition, if the target is a creature it must succeed on a DC 15 Wisdom save or gain vulnerability to lightning damage for the next minute.

Gravity Well (Recharge 6).

The emerald wasp ejects a voltaic bomb that ruptures spacetime in a 15ft radius when detonated. The construct chooses a point it can see within 120 feet for the center point of the gravity well created. All creatures within the area of effect must succeed on a DC 14 Strength save or take 10 (3d6) lightning damage and be restrained for the next minute. Creatures that succeed take no damage and are not restrained.


At the end of each turn, an affected creature must repeat this save with the effect ending on success. Of the creature fails on the repeated save it remains restrained and takes an additional 10 (3d6) lightning damage.


Creatures immune to lightning damage are immune to the gravity well's restraining effect as well.

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