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SYSTEM REFERENCE DOCUMENT 3.5

 
FIENDISH GIANT WASP

 

Large Magical Beast (Augmented Vermin, Extraplanar)

Hit Dice:

5d8+10 (32 hp)

Initiative:

+1

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13

Base Attack/Grapple:

+3/+11

Attack:

Sting +6 melee (1d3+6 plus poison)

Full Attack:

Sting +6 melee (1d3+6 plus poison)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Poison, smite evil

Special Qualities:

Darkvision 60 ft., vermin traits, damage resistance 5/magic, resistance to cold 5 and fire 5, spell resistance 10

Saves:

Fort +6, Ref +2, Will +2

Abilities:

Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11

Skills:

Spot +9, Survival +1*

Feats:

Environment:

Any Evil-aligned plane

Organization:

Solitary, swarm (2–5), or nest (11–20)

Challenge Rating:

4

Advancement:

6–8 HD (Large); 9–15 HD (Huge)

Level Adjustment:

+2

Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +5.

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