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.
How many giant wasps for a fight?
A giant wasp is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many giant wasps fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the giant wasp compares at CR 1/2
Against the 32 other challenge 1/2 monsters in the SRD 5.1, the giant wasp has more hit points than 2 of them, which makes it one of the frailest at its CR. See every CR 1/2 monster.
Statistic
Giant Wasp
CR 1/2 average
Armor Class
12
12.4
Hit points
13
21
Best attack bonus
+4
+4
Giant Wasp 2024 stat block
The 2024 Monster Manual revised the giant wasp, and the SRD 5.2 carries the new stat block. What changed:
Armor Class: 12 → 13.
Hit points: 13 → 22.
New in its stat block: Flyby.
Armor Class
13
Hit Points
22 (5d8)
Speed
10 ft., fly 50 ft.
Challenge
1/2 (100 XP)
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
10 (+0)
1 (-5)
10 (+0)
3 (-4)
Senses
passive Perception 10
Languages
None
Traits
Flyby. The wasp doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Actions
Sting. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Poison damage.