Skip to main content

Chrysididae - Sapphire Wasp




The sapphire wasp is a construct as long as a goliath is tall. The artificial insectoid is covered in armored plates with a fair imitation of glittering chitin stained a rich azure as its name suggests. Every segment of its chassis slides seamlessly and soundlessly as it moves. Save of course, wings of enchanted glass, also a brilliant blue, that buzz with musical precision while the sapphire wasp is in flight. Its undercarriage is framed by similar glass where a calvanic engine crackles with long bolts of captured electricity which cascade down to its singer. Hints of sculpted flesh and bone are fused to its internal components. Unlike an actual bug, it only has one eye, an asymmetrically-faceted ruby set between two twitching antennas.


Step 4 - No Escape. “I have found the slaad husbandry, for lack of a better term, to my liking and remarkably easy. Perhaps, despite all your best efforts my darling, I feel a kinship with these otherworldly abominations. I am no longer a woman. I am no longer a thing of this world. Yet, I will ensure that the world is set right. While my ruby wasps can deal with lesser magi and their guards, I needed something to deal with the heavy hitters. Not only is the sapphire wasp better at tearing apart its victims, but the unique frequency produced from its crystal is adjustable and prevents all methods of teleport around it! Once the Planar Guild’s personal guards fall, they will try and run away, only to find themselves trapped like rats! And like rats, they will be exterminated with prejudice. In fact, should the foolish wizards try to scurry away, the construct can pull them back in using a different chaotic frequency. My darling, our vengeance is at hand!” -The Vespidae



Sapphire Wasp

Medium construct (Chrysididae),Unaligned

Armor Class 16 (natural armor)

Hit Points 102 (12d8 + 48)

Speed 30ft

Climb 30ft

Str 15 Dex 17 Con 19 Int 8 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 nderstands Common and Draconic but but can only communicate telepathcially, telepathy 120 ft.

Challenge 6 (2,300 XP)

Magic Resistance.

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

Self-Repair.

The sapphire 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.

Teleporation Ban.

Any creature that attempts to use Misty Step, Teleportation, or like effects within 30ft of the Chrysididae automatically has the spell or ability fail and its use per day expended. A creature cannot select a space within 30ft of the Chrysididae to teleport to.


The Chrysididae can turn this ability on or off as a bonus action.

Actions

Multiattack.

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

Bite.

Melee Weapon Attack: Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 10 (2d6+3) piercing damage.

Stinger.

Melee Weapon Attack: +6 to hit, reach 10ft, one target. Hit: 7 (1d8+3) piercing damage and 7 (2d6) lightning damage.

Reality Stretch (Recharge 6).

The sapphire wasp warps the space around it with a ripple of focused chaos magic. The area within 20ft of the construct is considered difficult ground until the start of its next turn. All creatures within 20ft of the Chrysididae must succeed on a DC 14 Strength check or be pulled 15ft directly toward the construct, ignoring the difficult ground and taking 10 (3d6) force damage. Creatures who succeed are not moved and do not take damage.


At the start of the sapphire wasp's next turn, all creatures that failed the save and are still within 15ft of the Chrysididae are violently pushed away 15ft in a straight line from the wasp, are knocked prone, and take an additional 10 (3d6) force damage.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...