



From: Baldur’s Gate: Descent into Avernus
Large Fiend, Lawful Evil
AC 19 (natural armor)
HP 52 (8d10 + 8)
Speed 10 ft., Fly 60 ft. (hover)
Str 18 +4 Dex 15 +2 Con 12 +1 Int 10 +0 Wis 10 +0 Cha 7 -2
Vulnerabilities Cold
Immunities Fire
Senses Darkvision 60 ft.
Languages Infernal, telepathy 300 ft. (with other hellwasps only)
CR 5
Magic Weapons. The hellwasp’s weapon attacks are magical.
Multiattack. The hellwasp makes two attacks: one with its sting and one with its sword talons.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sword Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.


Hellwasps, also known as hellwasp devils, were insect-like fiends that inhabited the warmer levels of the Nine Hells.
Hellwasps were large insects with a tough carapace and strong legs that ended in natural piercing weapons shaped like scimitars. The wings were thin and appeared to be made of metal. At the tip of the abdomen was a large stinger. Colony guards were somewhat smaller than the “devil” variety.
Hellwasps were vicious, hateful, and aggressive creatures.
The carapace of a hellwasp was susceptible to cold and the creature’s metabolism required a warm climate to function properly, so they avoided places in the Nine Hells that were extremely cold, such as Cania and Stygia.
In addition to feet sharp as talons, hellwasps could sting a victim, injecting a fiery poison on a successful attack. This venom not only burned like drops of alchemist’s fire but could slow or paralyze a creature for up to a minute, allowing the hellwasp to carry the victim away to be devoured later. If colony guards were available, they swarmed a group of enemies, attempting to sting them into paralysis for the larger devils to carry off.
Hellwasps lived in colonies, typically with ten to twenty adults that all shared duties equally. They communicated via their own version of telepathy that had a range of 300 ft (91 m). Some sages believed there was a queen that all hellwasps would serve with unswerving loyalty if called upon.
Hellwasp colonies built nests for communal protection, food storage, and for raising their young. Adults regurgitated a sticky bile that typically contained fat, bone, and sand that was light, strong, and the color of amber that they used in construction. A nest had multiple chambers connected by twisted tunnels, each dedicated to a single purpose. One chamber contained octagonal cells for individual adults, another (centrally located) chamber was the hatchery where the larvae were tended. Also, there was usually a larder room for storing food (victims, alive or dead). Hellwasp grubs were placed inside the bodies of victims stuck to the walls to feed.
In Avernus, hellwasps preferred to embed dead angels or other magically buoyant corpses in the walls of their nests. When enough bodies were attached, the nest lifted off the surface and had to be tethered to the ground to prevent it from drifting off. Once this was accomplished, the hellwasps made the underside of the nest the only entrance.
In the World Axis view of cosmology, sages believed that Glasya, the daughter of Asmodeus and Lady of the Sixth Hell, Malbolge, was responsible for bringing the hellwasps to the Nine Hells from one of the other Lower planes. The theory states that they were a type of fiend, similar to mezzodemons, that followed a wasp-like demon lord. After she defeated their lord in a Blood War battle in the Abyss, they hailed her as their new queen and followed her back home. She transformed them into devils and let them nest in her Garden of Delights. These hellwasps served Glasya willingly and would only take orders from others if she allowed it.

Fallen angels are meat for hellwasps. Steer clear, lest you nourish their young with your flesh.
—The Cartographer
Gears & wings, cogs & stingers, millions of tiny shards of clockwork magic shimmer forth with a singular purpose: Consume and Control for the Maker.
Inspired by Beckon Forth the Clockwork Swarm by Clinton J. Boomer. Specifically, if you get to use that feat, this should, to the best of my ability, provide the stat block you need for your clockwork hellwasp swarm. If you find any errors, please leave a note or send me a message.
XP 6,400
N Diminutive construct (clockwork, swarm)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 29, touch 23, flat-footed 20 (+8 Dex, +1 dodge, +6 natural, +4 size)
hp 66 (12d10)
Fort +4, Ref +14, Will +4
DR 15/adamantine; Immune construct traits, swarm traits, weapon damage; Resist acid 10, cold 10, fire 10, sonic 10
Weaknesses metal body, vulnerability to electricity
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (3d6 plus distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16), inhabit
STATISTICS
Str 5, Dex 26, Con –, Int –, Wis 11, Cha 3
Base Atk +12; CMB +16; CMD 23 (can’t be tripped)
Feats DodgeB, Improved InitiativeB, Lightning ReflexesB
Skills Craft (clockwork) +5, Disable Device +5, Fly +18, Stealth +15; Racial Modifiers +5 Craft (clockwork), +5 Disable Device, -5 Stealth
SQ created mind, creator bond
SPECIAL ABILITIES
Created Mind (Ex) A clockwork creature only accepts commands from its creator or designated surrogate. A surrogate can be designated by the creator for any length of time and be rescinded by the clockwork’s creator.
Creator Bond (Ex) A clockwork creature can instinctively detect the location of its creator within 100 ft., regardless of magical and natural barriers. Within this range the clockwork gains a +10 circumstance bonus vs. Bluff checks, Disguise checks and any other effect made to impersonate the clockwork’s creator.
Inhabit (Ex) A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting a body requires 1 minute, and the victim must be Small, Medium, or Large. The swarm can abandon the body at any time as a full-round action. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s DR, resistances, and immunities may negate some or all of this damage. When a hellwasp swarm inhabits a dead body, it effectively transforms the corpse into a zombie of the appropriate size under the swarm’s control. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster. (Note: if summoned via Beckon Forth the Clockwork Swarm, the swarm’s master has direct control of a creature thus dominated.) Hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour.
A hellwasp-inhabited creature is easy to spot, since its skin crawls with the forms of the insects inside. A swarm can attempt a Disguise check to conceal its inhabitation of a host, with a -4 penalty if currently inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
Metal Body (Ex) A clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.
Poison (Ex) Swarm—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d6 Dexterity damage; cure 2 consecutive saves.