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Chrysididae - Yellowjacket




Slim and long, the yellowjacket chrysididae is girded in sickly, yellow and black armor plates that are a fair imitation of chitin. Unlike its kin, the yellowjacket’s chassis is spindly in the middle and bulbous at both ends. Its swelled thorax thrums with voltaic menace, the black plates there popping open whenever an antimagic anchor is launched in a thread of lightning. A quarter of thin, mustard wings hinge to its shoulders and fold tight when the construct is land bound. Its internal workings are obscured, unlike other chrysididae, but it still moves with silent ease. The last difference between it and other Vespidae miscreations, is that the yellowjacket bears two asymmetrical-crystal eyes; blue and green.


Step 6 - New Solutions. “It turns out that the greater slaad are beyond my means to control. Oh, I can tend them in my charnel garden, but I have had to cull each and everyone. Their chaotic nature and superior intelligence makes them too dangerous to all life on the material plane. That includes you and I, my darling. I have found a solution, however, combining two lesser crystals in a complicated matrix. The yellowjakcet’s unique construction came with an unexpected, but pleasing, side effect. Its anarchic energies naturally disrupt magic by tearing apart its orderly nature. At least, the sort of magic the Planar Guild employs. I am not sure how effective the yellowjacket would be against wild mages, for example. However, I am sure its stinger would slay one of those mad arcanists all the same.” -The Vespidae



Yellowjacket

Medium construct (Chrysididae),Unaligned

Armor Class 14

Hit Points 135 (18d8 + 54)

Speed 30ft

Climb 30ft

Str 14 Dex 18 Con 17 Int 16 Wis 14 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 12

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

Challenge 9 (5000 XP)

Arcane Battery.

Whenever the yellowjacket succeeds on a save against a spell, it recharges its Innate Spellcasting use of Counterspell, if available.

Innate Spellcasting.

The yellowjacket's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:


At will: detect magic, detect thoughts

3/day each: dispel magic, shield

1/day each: counterspell

Magic Resistance.

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

Self-Repair.

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

Bite.

Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 11 (2d6+4) piercing damage.

Stinger.

Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 8 (1d8+4) piercing damage and 13 (4d6) lightning damage.

Antimagic Anchor (Recharge 6).

The yellowjacket chooses a point it can see within 120ft and launches an antimagic anchor. After the anchor lands, it creates an Antimagic Field as if it had cast the spell. However, this field lasts for only 10 minutes. The anchor can be attacked and has an AC of 15, hp 20, immunity to poison and psychic damage.

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