Larsp

Large • Beast • Unaligned

Armor Class 16

Hit Points 135 (18d10 + 36)

Speed 30 ft., fly 40 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
17 (+3)17 (+3)15 (+2)2 (-4)11 (+0)8 (-1)

Damage Resistances fire

Condition Immunities deafened

Senses darkvision 60 ft., passive Perception 10

Languages

CR 7 (XP 2,900; PB +3)

A large wasp-like creature with segmented body, long wings, and a curved stinger tail.

Cold Stupor. When the larsp takes cold damage, it makes one Rend attack less as part of its Multiattack, and its speed is reduced by 10 feet until the end of its next turn.

Noisy Wings. While flying, creatures within 5 feet of the larsp are deafened.

ACTIONS

Multiattack. The larsp makes two Rend attacks and uses its Tail once. The larsp can replace both Rend attacks with a use of Heat Burst if available.

Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 16 (3d8 + 3) slashing damage.

Tail. Strength Saving Throw: DC 14, one Medium or smaller creature the larsp can see within 5 feet. Failure: 10 (2d6 + 3) bludgeoning damage, and the target has the grappled condition (escape DC 14). While grappled this way, the target is restrained and the larsp can't target another creature with this attack.

Heat Burst (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 10-foot emanation originating from the larsp. Creatures with resistance to fire damage are immune to this effect. Failure: 21 (6d6) fire damage, and the target has disadvantage on its attack and ability checks until the end of its next turn. Success: Half damage.

Larsp

Large • Beast • Unaligned

Armor Class 15

Hit Points 84 (13d10 + 13)

Speed 30 ft., fly 40 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
15 (+2)15 (+2)13 (+1)2 (-4)10 (+0)8 (-1)

Damage Resistances fire

Condition Immunities deafened

Senses darkvision 60 ft., passive Perception 10

Languages

CR 4 (XP 1,100; PB +2)

A large wasp-like creature with segmented body, long wings, and a curved stinger tail.

Cold Stupor. When the larsp takes cold damage, it makes one Rend attack less as part of its Multiattack, and its speed is reduced by 10 feet until the end of its next turn.

Noisy Wings. While flying, creatures within 5 feet of the larsp are deafened.

ACTIONS

Multiattack. The larsp makes two Rend attacks and uses its Tail once.

Rend. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d8 + 2) slashing damage.

Tail. Strength Saving Throw: DC 12, one Medium or smaller creature the larsp can see within 5 feet. Failure: 5 (1d6 + 2) bludgeoning damage, and the target has the grappled condition (escape DC 12). While grappled this way, the target is restrained and the larsp can't target another creature with this attack.

Heat Burst (Recharge 5-6). Constitution Saving Throw: DC 11, each creature in a 5-foot emanation originating from the larsp. Creatures with resistance to fire damage are immune to this effect. Failure: 14 (4d6) fire damage, and the target has disadvantage on its attack and ability checks until the end of its next turn. Success: Half damage.

Larsp

Large • Beast • Unaligned

Armor Class 17

Hit Points 187 (22d10 + 66)

Speed 30 ft., fly 40 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
19 (+4)19 (+4)17 (+3)2 (-4)12 (+1)8 (-1)

Damage Resistances fire

Condition Immunities deafened

Senses darkvision 60 ft., passive Perception 11

Languages

CR 10 (XP 5,900; PB +4)

A large wasp-like creature with segmented body, long wings, and a curved stinger tail.

Cold Stupor. When the larsp takes cold damage, it makes one Rend attack less as part of its Multiattack, and its speed is reduced by 10 feet until the end of its next turn.

Noisy Wings. While flying, creatures within 5 feet of the larsp are deafened.

ACTIONS

Multiattack. The larsp makes two Rend attacks and uses its Tail once. The larsp can replace both Rend attacks with a use of Heat Burst if available.

Rend. Melee Weapon Attack: +6, reach 5 ft. Hit: 22 (4d8 + 4) slashing damage.

Tail. Strength Saving Throw: DC 16, one Medium or smaller creature the larsp can see within 5 feet. Failure: 14 (3d6 + 4) bludgeoning damage, and the target has the grappled condition (escape DC 16). While grappled this way, the target is restrained and the larsp can't target another creature with this attack.

Heat Burst (Recharge 5-6). Constitution Saving Throw: DC 15, each creature in a 10-foot emanation originating from the larsp. Creatures with resistance to fire damage are immune to this effect. Failure: 28 (8d6) fire damage, and the target has disadvantage on its attack and ability checks until the end of its next turn. Success: Half damage.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.