KING
Conqueror Wasp

Conqueror Wasp

Fiend · Crown of Domination

T3d8Minor

Three feet long with an iridescent black carapace and a stinger like a cavalry lance, Conqueror Wasps fly in V-formation and implant larvae that migrate to the brainstem over three days, converting victims into smiling, obedient drones who claim they are happy.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense16--
Heart12--
Cunning16--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

V-Formation

Flies in formation: +1 to attack rolls and AC per additional wasp within 30 ft (maximum +3).

Maneuvers

Maneuver

Implant Larva

When its sting drops a creature prone or hits a prone creature, it presses an egg into the wound. Body save (DC 15) or a larva takes root: day 1 the victim is suggestible, day 2 it obeys the wasp's commands, day 3 it becomes a smiling drone. Cutting the larva out or curing disease before day 3 kills it.

Maneuver

Dive Bomb

Flies up to 60 ft in a straight line and strikes with advantage; a creature it hits is knocked prone.

Reactions

Reaction

Evasive Flight

When targeted by a ranged attack, the wasp darts 15 ft; the attack is made at disadvantage.

Tactics

GM tactics

Conqueror Wasps prioritize stinging over killing. They Dive Bomb to knock targets prone, then sting the prone victim to implant larvae. They retreat after implanting, returning on Day 3 to command their new drones. A single wasp can convert a village in a week. The converted smile, work efficiently, and never disobey.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.