Blood Embers. When the wasp takes damage of any kind except psychic or fire, each creature within 5 feet of it takes 5 (2d4) fire damage.
Blisterbomb. When the wasp is reduced to zero hit points, it must make a DC 10 Constitution saving throw. On a successful save, the wasp explodes, creating a 10-foot radius sphere cloud of thick smoke that obscures the area. On a failed save, the wasp explodes, instead creating 10-foot radius sphere fireball. Each creature in that area must succeed a DC 11 Dexterity saving throw, taking 9 (4d4) fire damage and 5 (2d4) poison damage on a failed save, or half as much on a successful one.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Divebomb. If the wasp moves at least 25 feet straight down and collides with any surface, object, or creature it explodes. Any creature within a 20-foot radius sphere centred on the point of collision must make a DC 11 Dexterity saving throw. A creature takes 13 (4d6) fire damage and 7 (2d6) poison damage on a failed save, or half as much on a successful one.
Description
The product of Charre's inhumane experiments on woodland beasts, these unfortunate creatures scurry around their former habitats frantically, mindless and driven by an urgent burning from their insides. Once regular wasps, Blisterbomb wasps have been unnaturally bloated by Charre's experimental spells. Wasps are amongst the creatures that swell the most under the effects of Charre's magic, bloating to a horrible size. They fly about erratically and explode easily due to their fragile, engorged bodies.
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