___
___
> ## Giant Wasp Template
>*Medium Beast, unaligned*
> ___
> - **Armor Class** 14(Natural Armor)
> - **Hit Points** 22 (4d8+4)
> - **Speed** 10ft., 10ft. burrow, 60ft. fly
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12(+1)|16 (+3)|12(+1)|1 (-5)|12 (+1)|13 (+1)|
>___
> - **Skills** Acrobatics +7, Perception +3
> - **Senses** blindsight 30ft., passive Perception 12
> - **Challenge** 2(450 XP)
> ___
>***Spider Climb*** The wasp can climb difficult surfaces without needing to make an ability check
>
>***Aggressive*** The wasp can move up to its movement speed towards a hostile creature it can see using its bonus action.
>
>***Flyby*** the wasp can fly outside the reach of a creature without provoking opportunity attack
>
>**Hive Tactics** The wasp has advantage on attack rolls against creatures within 5ft. of one of the wasp's allies.
>
>**Hive Mind** The giant wasp is immune to being charmed or frightened
>
>***Swarm's Fury*** If a creature damages one of the wasp's allies, it can use its reaction to make a sting attack against that creature if it is within range of the attacker.
>
>***Relentless*** When the hornet is reduced to 0 hitpoints, it can make a DC 10 Constitutiton saving throw to regain 1 hitpoint. Upon a success, the DC increases by 5. The DC resets to 10 after a short or long rest.
>
>
> ### Actions
> ***Sting*** *+5 to hit:*, 5ft., , one target. *Hit* 7(1d6+3) piercing damage. Creatures must succeed a DC 11 Constitution saving throw or take 14(4d6) poison damage and become poisoned until the end of its next turn. On a successful save, creatures take half dmaage and are not poisoned
>
\pagebreakNum
___
___
> ## Giant Wasp Template
>*Huge Beast, unaligned*
> ___
> - **Armor Class** 14(Natural Armor)
> - **Hit Points** 76 (8d12+24)
> - **Speed** 10ft., 10ft. burrow, 60ft. fly
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17(+3)|16 (+3)|17(+3)|1 (-5)|12 (+1)|13 (+1)|
>___
> - **Skills** Acrobatics +9, Perception +4
> - **Senses** blindsight 30ft., passive Perception 12
> - **Challenge** 6(2300 XP)
> ___
>***Spider Climb*** The wasp can climb difficult surfaces without needing to make an ability check
>
>***Aggressive*** The wasp can move up to its movement speed towards a hostile creature it can see using its bonus action.
>
>***Flyby*** the wasp can fly outside the reach of a creature without provoking opportunity attack
>
>***Swarm Lord*** Wasps that first enter or start its turn within 60ft. of the queen have advantage on attack rolls, ability checks, and saving throws.
>
>**Swarm Frenzy** Wasps that first enter or start its turn within 60ft. of the queen can make an additional bite attack whenever it takes the Attack action
>
>**Hive Mind** The giant wasp is immune to being charmed or frightened
>
>***Swarm's Fury*** If a creature damages one of the wasp's allies, it can use its reaction to make a sting attack against that creature if it is within range of the attacker.
>
>
>**Hive Tactics** The wasp has advantage on attack rolls against creatures within 5ft. of one of the wasp's allies.
>
>***Relentless*** When the hornet is reduced to 0 hitpoints, it can make a DC 10 Constitutiton saving throw to regain 1 hitpoint. Upon a success, the DC increases by 5. The DC resets to 10 after a short or long rest.
>
>***Fury*** When below half its hitpoint maximum, it can make an additional sting attack as part of its action.
> ### Actions
> ***Sting*** *+6 to hit:*, 5ft., , one target. *Hit* 14(3d6+3) piercing damage. Creatures must succeed a DC 14 Constitution saving throw or take 21(6d6) poison damage and become poisoned until the end of its next turn. On a successful save, creature's take half damage and are not poisoned.
>
>***Fury of the Swarm (Recharge 5-6)*** All wasps within 60ft. of the queen can use its reaction to move up to its movement speed and to make an action.
>### Legendary Actions (3/turn)
> - **Vitality Command (1 action)** The wasp queen can end one of the following effects on an ant it can see within 60ft.: blinded, deafened, poisoned, stunned, paralyzed, or unconscious
>
>- **Battle Command (1 action)** The waspqueen can command one ant it can see within 60ft. to move up to its movement speed and make a sting attack against a creature of the queens choice.
>
>- **Reposition (1 action)** The wasp queen can fly up its full movement speed to a spot it can see. This movement does not provoke opportunity attack.
\pagebreakNum
___
___
> ## Giant Worm
>*Gargantuan Beast, unaligned*
> ___
> - **Armor Class** 17(Natural Armor)
> - **Hit Points** 132 (12d12+54)
> - **Speed** 40ft., 40ft. burrow
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|28(+9)|7 (-2)|22(+6)|1 (-5)|13 (+1)|4 (-3)|
>___
> - **Saving Throws** Strength +12, Constitution +9
> - **Skills** Athletics +14
> - **Senses** blindsight 60ft., tremorsense 120ft., passive Perception 14
> - **Challenge** 10(5900 XP)
>___
>***Siege Monster*** The worm deals double damage to buildings and objects
>
>***Tunneler*** The worm can burrow through solid rock leaving a 10ft. diameter tunnel in its wake.
>
> ___
> ### Actions
>***Multiattack*** The worm can make a bite and tail attack. It cannot make the same attack against the same target with both a bite and tail attack
>
> ***Bite.*** *+12 to hit:*, 20ft. , one target. *Hit* 27(3d10+9) piercing damage. If the target is a Large or smaller creature, it must succeed a DC 20 Strength saving throw or become swallowed by the worm. A swallowed creature is blinded and restrained and has total cover from attack and effects outside of the worm. While inside the worm, the creature take 11(3d6) bludgeoning + 11(3d6 acid) damage at the start of each of the worms turns. If the worm takes damage, it must succeed a Constiutiton saving throw equal to half the damage dealt by the swallowed creature(minimum 10). On a failed saving throw, the worm regurgitates all swallowed creature which fall prone in a space within 20ft. of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 20ft. of movement exiting prone.
>
>***Tail*** *+12 to hit:*, 20ft. , one target. *Hit* 29(3d12+9) bludgeoning damage. Creatures must succeed a DC 20 Strength saving throw or fall prone.
>
>***Sinkhole(1/day)*** The giant worm can spend 10 minutes to create wherein it can patiently wait for prey to unwittingly fall into.
>
>The trap takes the shape of a 60ft. wide and 60ft. deep cylinder that lies beneath the surface of the ground originating at the worm. Creatures can decipher this trap by spend an action to investigate with a successful Wisdom(Perception) check of 18.
>
>As an action, when the worm detects the presence of a creature passing over it, it opens its maw sucking the ground beneath its prey's fee causing creature to fall 60ft. towards the worm's maw. Creatures must succeed a DC 18 Dexterity saving throw or take 21(6d6) bludgeoning damage and fall prone. On a successful save, creatures take half damage. The giant worm can use its reaction to make a bite attack against one falling creatures with advantage.
>
>At the start of its turn, trapped creatures in the trap must must succeed a Strength saving throw of 18 or become restrained. Upon a successful saving throw, creatures are able to move through the pit as if it were difficult terrain. it can attempt to climb the sides of this pit with a DC 18 Athletics or Acrobatics checks.
>
>The worm is not hindered by the the terrain of the sinkhole
\pagebreakNum
___
> ### Magma Worm
> - **Damage Immunities** Fire
> - **Challenge Rating** Increases by 2
>____
>**Flame Body** Creatures that hit it with a melee attack or grapples it takes 9 (2d8) fire damage. Its melee weapon attacks also deal an additioanl 9(2d8) fire damage.
>
>***Magma Pit*** Creatures that first enter or start its turn within the worm's sinkhole takes 18(4d8) fire damage at the start of each of its turns.
>
>***Illuminated Body*** The giant worm gives off a bright light in a 30ft. radius and emits dim light an additional 30ft.
>
>
___
> ### Leviathan Worm
> - **Movement Speed** 40ft. swim
> - **Damage Resistances** Acid; Cold
> - **Challenge Rating** Increases by 2
>____
>**Amphibious** The worm can breathe in air and in water.
>
>### Actions
>***Whirlpool(Recharge 5-6)*** The giant worm's colossal maw begins to suck in the surrounding water causing a large whirlpool sucking creatures into its maw. Large or smaller creatures in a 120ft. cone must succeed a DC 18 saving throw or be pulled 120ft. and swallowed by the worm. A swallowed creature is blinded and restrained and has total cover from attack and effects outside of the worm. While inside the worm, the creature take 11(3d6) bludgeoning + 11(3d6 acid) damage at the start of each of the worms turns. If the worm takes damage, it must succeed a Constiutiton saving throw equal to half the damage dealt by the swallowed creature(minimum 10). On a failed saving throw, the worm regurgitates all swallowed creature which fall prone in a space within 20ft. of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 20ft. of movement exiting prone. Creatures without a swimming speed have disadvantage on the saving throw. On a successful save, creatures are completely unaffected.
___
> ### Sand Worm
> - **Challenge Rating** Increases by 1
>____
>**False Appearance** While motionless, the worm is indistinguishable from a sand dune.
>
>***Sand Treader*** While on loose earth such as sand, the worm can use its bonus action to Dash while it is burrowing
>
>***Sand Tomb*** Creatures that first enter or start its turn within the worm's sinkhole are blinded and cannot breathe for the duration that it is within the pit.
___
> ### Sky Worm
> - **Movement Speed** 40ft. fly
> - **Challenge Rating** Increases by 1
>____
>### Actions
>***Vacuum Maw(Recharge 5-6)*** The giant worm's colossal maw begins to suck in the surrounding air causing a large vacuum sucking creatures into its maw. Large or smaller creatures in a 120ft. cone must succeed a DC 18 saving throw or be pulled 120ft. and swallowed by the worm. A swallowed creature is blinded and restrained and has total cover from attack and effects outside of the worm. While inside the worm, the creature take 11(3d6) bludgeoning + 11(3d6 acid) damage at the start of each of the worms turns. If the worm takes damage, it must succeed a Constiution saving throw equal to half the damage dealt by the swallowed creature (minimum 10). On a failed saving throw, the worm regurgitates all swallowed creature which fall prone in a space within 20ft. of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 20ft. of movement exiting prone. On a successful save, creatures are completely unaffected.
\pagebreakNum
Art Credits
Cover Art: [Alex Konstad](https://www.deviantart.com/joelhustak/art/The-Spider-s-Glade-355605852)
Giant Dragonfly: [Xabi Gaztelua](https://www.artstation.com/artwork/qALOKD)
Giant Mosquito: [Dev Burmak](https://www.deviantart.com/devburmak/art/Paizo-monster-Mosquito-Monster-266724562)
Giant Maggot: [Alex Steinhanses](https://www.artstation.com/artwork/lVZWa)
Giant Maggot: [Alex Steinhanses](https://www.artstation.com/artwork/lVZWa)
Giant Worm: [Ubermonster](https://www.deviantart.com/ubermonster/art/Hellion-Eruption-196736239)
Scarab: [Eryk Szczygiel](https://www.artstation.com/artwork/0nzo3E)
Giant Caterpillar: [mcgmark](https://www.deviantart.com/mcgmark/art/Collecting-rocks-758015235)
Giant Flutterwing: [ariduka55](https://ariduka55.tumblr.com/)
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