Anyone Can Cook
Anyone Can Cook
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Content Overview Lore & Setting
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Cooking For Adventurers. . . . . . . . . . . . . . . . . . . . . . . . . . . 2
xplore the culinary side of an adventure—of hunts, Gourmet Recipes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
ingredients, fun recipes, themed culinary items,
Hunting for Ingredients. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
and creative food-based monsters. Make use
Culinary Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
of custom harvest and cooking rules applicable to any
Legendary Workstations. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
game, as well as modular recipe ideas to start a short
The Iron Chef. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
standalone adventure.
The Iron Toque Competition. . . . . . . . . . . . . . . . . . . . . . . 9
This 28-page compendium brings you a new subclass,
Stat Block. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
30 new items with beautiful art, 13 new monsters, and
9 pages of custom rules, recipe-based encounters, and
special lore on a culinary demigod. Subclass
Monk: Way of the Gourmand . . . . . . . . . . . . . . . . . . . . . . . . 11
New Lore & Adventures
This compendium features custom harvest rules, cooking Items
rules, adventure-ready recipes, and history for the
Ingredients. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
legendary Iron Chef:
Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
●● Adventurous Cooking. Use new rules for obtaining Other Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
ingredients and combining it into a dish. Learn modular
recipes designed to send players on the perfect short Monsters & NPCs
adventure. Special Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
●● Legendary Workstations. Discover cooking stations Akkoro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
of myth, like the molten Abyssal Burner or the sentient Berry Jellies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Void Mixer. Flamesprout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
●● Iron Chef. Learn about the ancient demigod golem, the Salt Golem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
progenitor of culinary arts and the host of the deadly Other Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Iron Toque competition. Flathide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Giant Clam. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
New Subclass
Gluttonous Blob. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Follow the Way of the Gourmand, an order of chefs who
Razorhorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
apply their borrowed skills to combat. Only the fiery
Relishell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
flames of a kitchen can harden the toughest of warriors.
Shambling Mountain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
New Items Snaphammer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Discover tons of new items with new art, including special Swarm of Railstinger Bees. . . . . . . . . . . . . . . . . . . . . . . . 27
custom ingredients, a recipe spellbook, actual plate armor, Valkura. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
and a magic spatula.
Credits
New Monsters Designer: Aripockily
Battle new monsters to complete your new recipes, such
Rare Patrons: Ace Arriadne, Ellienore Dahlstrand, Kevin
as a huge octopus, a very spicy pepper plant, or a golem
Tkaczibson, Lynn Shawe, Mark Shevchenko, Meri Kate
made of pink salt.
Mollitor
Uncommon Patrons: Aleks Bukowy, Anna Wright,
Balthazar’s Mysterious Menagerie, Brad Stark, Castreek,
Cathy Trego, Cloud, Connor Price, Corey Frampton,
Dr.Depress, Fan - Freaking - Tastical!, Full Mettle, Goode
Stuff, Jaytaro, JP Nassif, Kelfecil, Luke Frederiks, Michael
Perry, Jr, MotherNesu, Nick Backus, Orphea, Patrick
Ammons, Philip Lee, RHbean, Rustan Melville, Ryan
Felber, Shachaf Landsberg, TJ Young, Tridec_Drakonis,
Wren Scrawler
Cover: Aripockily
Art: Aripockily (p. 4, 12-23), grandfailure (p. 6, 7, 8),
prometeus (p. 3), vukkostic91 (p. 9), WarmTail (p. 11)
Background Textures: Jared Ondricek (CC 4.0-BY)
Harvesting Ingredients
For ingredients that are part of a creature, adventurers
can obtain them using an appropriate tool. A strong knife
or dagger is generally sufficient, though a creature with a
hard shell or carapace may require different bludgeoning
tools such as a light hammer or even a maul. In any event,
Sample Procedures the process can take a lot of time as creatures and plants
The list below offers a few suggestions of special can be quite tough.
preparations and procedures that a recipe may ask for. A character doing the work can make a Wisdom
(Survival) check to obtain a specific ingredient or part,
Bake. The dish must be placed into a hot enclosure such
provided proper tools are used and the process is
as an oven or a geyser for a length of time. A character
uninterrupted. The DC for this check equals either the
must make a Wisdom (Perception) check to properly
creature’s armor class or 10 plus half the creature’s CR.
maintain the flames.
If the character making the check is proficient in the
Fry. The dish must be cooked in boiling oil over an appropriate skill, use the lower DC. Otherwise, use the
extremely high fire. A character must make a higher DC.
Constitution check to withstand the high heat. A
This check abstractly represents a combination of skill
character that fails this check also takes 2d6 fire
and finesse required to safely obtain the ingredient while
damage.
minimizing waste. Consult the Harvesting Ingredients
Mince. The ingredient must be finely chopped into tiny table to determine the outcome.
pieces using a fine knife. A character must make a
Dexterity (Sleight of Hand) check to handle the knife. Harvesting Ingredients
Mix. The ingredient must be mixed, churned, or
Check Result Outcome
otherwise combined using a special tool. A character
must make a Strength check to apply proper force. You accidentally destroy the ingredient,
Fail by 10 or and the next check you make to obtain
Simmer. The dish must be cooked over a persistent
more ingredients from the same creature has
low fire. A character must make a DC 10 Wisdom
disadvantage.
(Survival) check to maintain the low heat.
Fail by 5 or Same result as a normal failure, but the
Obtaining New Recipes more process takes twice as long.
There are several ways a new recipe might be obtained. A You obtain half as many ingredients as you
new recipe is typically recorded; a character that attempts Failure normally would; the other half is ruined or
to cook a gourmet dish by memory must succeed a DC destroyed.
10 Intelligence check at the end of the cooking process or You successfully obtain your chosen
the dish simply fails. Success
ingredient.
Finding New Recipes. A cookbook will typically
You successfully obtain your chosen
store 3d6+3 recipes, though a character may already Succeed by 5
ingredient, and it is of exceptional quality.
know a number of them. Large city libraries or gourmet or more
The ingredient gains a Gourmet Star.
restaurants will typically have cookbooks.
Crafting New Recipes. A character determined to The GM may also ask for alternative skills when
create, customize or experiment with a special dish making this check, as well as additional checks. For
can attempt to do so in their downtime. This process example, a Wisdom (Medicine) check may be appropriate
requires 1d4 + 1 days and the appropriate culinary if the ingredient has medicinal or herbal properties,
tools, environment, and ingredients must be available while an Intelligence (Nature) check may be appropriate
for the duration. At the end of the duration, the character for uncommon ingredients. A Strength check may be
discovers a new recipe. required for tougher ingredients like shells or rocky
crystals before obtaining the ingredient can be attempted.
Compendium: Anyone Can Cook
4
Harvest Duration Salt Golem. This golem is made of crystal. A character
must make a Strength check (instead of Wisdom) to
The time required to obtain an ingredient or part varies
attempt to obtain salt from the golem, and rolls with
based on its size, accessibility, and location. Consult the
advantage if using a miner’s pick.
Ingredient Types table for suggestions on the length of the
process. Shambling Mound. The plant is easily ruined. A
character that fails the check made to obtain
Ingredient Types ingredients from the mound obtains no ingredient
(instead of half).
Size or Durability Examples Duration
Valkura. This giant eel continues to discharge lightning
Fangs, Teeth, Scales, Leaves, up to a week after its death. A character that fails a
Tiny or Soft 1 minute
Stalks, Oozes
check made to obtain ingredients from the valkura
Small or Meats, Roots, Tentacles, takes 2d6 lightning damage.
10 minutes
Accessible Horns, Bones Violet Fungus. The fungus is fragile. A character that
Medium or Hide, Skin, Shells, Rocks, fails the check made to obtain ingredients from the
1 hour
Durable Crystals, Antlers fungus obtains no ingredient (instead of half).
Large, Metallic, Dragon Tails, Flame Pods,
or Magical Gorgon Hides
2 hours Culinary Adventures
This section provides a couple examples of recipes with
Special Harvest Rules ingredients worthy of an adventure.
Some monsters may impose additional challenges on Each recipe’s basic ingredient has a corresponding
their ingredients. A careless adventurer may be hurt special version that can serve as a primary goal of your
when obtaining ingredients from a poisonous plant or a game. Depending on the desired length, difficulty, and
creature with a flaming body. Some examples of monsters complexity of your adventure, replace a one or more
with special rules or procedures are listed below. If the mundane ingredient with its special adventure version. If
monster’s name is italicized, its stat block is included in the the ingredient is a creature, check its CR and adjust its
“Monsters” section in this compendium. numbers, hit points, or offensive capabilities accordingly
based on the players’ current level. If the creature is too
Flamesprout. A creature that touches the flame pod of difficult to fight, consider using another creature with a
a flamesprout without proper protection takes 3 (1d6) lower CR or using an adventure without combat.
fire damage. A character must also succeed on a DC 15 A preserver’s pack is recommended for a party tasked
Dexterity (Sleight of Hand) or Dexterity (Nature) check with obtaining more than two perishable ingredients.
to crush a flame pod to produce flamesprout powder
without causing an explosion. Coconut Curry
Giant Clam. If the giant clam’s shell is closed, an Curry is a delicious spicy dish for warm weather often
adventurer must first succeed on a DC 23 Strength eaten with bread or yogurts. The prime ingredient in this
(Athletics) check to pry or break open the shell and recipe is spicy pepper, which must be thoroughly minced
reach the interior. The DC for this check is reduced by and mixed into a sauce.
5 for a character using a pick or drill tool.
Giant Crocodile. The crocodile’s hide is durable. A Basic Ingredient Special Adventure
character must first succeed on a DC 20 Strength Three coconuts from the trees that grow
check to get through the hide. Coconut near the island volcanic crater of Mount
Giant Wolf Spider. The spider is poisonous. A character A’huana.
that fails the check made to obtain ingredients from the Four pounds of meat from a large
spider by 5 or more is subjected to the poison from its Fowl winged beast, such as a giant eagle, a
Bite attack. hippogriff, or a roc.
Gluttonous Blob. Hunters must take care to avoid the Five pounds of long rice from paddies
acidic parts of this huge ooze. A character that fails a Rice established on an ancient battlefield
check made to obtain paste from the blob takes 2d6 haunted by three restless ghosts.
acid damage.
Two pouches of flamesprout powder
Razorhorn. To collect milk from a razorhorn, the Spicy Pepper from a flamesprout in the magical elven
razorhorn must still be alive and pacified. A character forest of Dreamsend.
must succeed on a DC 15 Wisdom (Animal Handling)
Five tomatoes from the pyramid’s
check to approach the beast and milk it. Tomato treasure room, guarded by the angry
Reef Shark. The shark’s skin is barbed. A character that mummy buried there.
fails the check made to obtain ingredients from the
shark takes 1d8 piercing damage.
Fifteen diced potatoes from the Five pounds of leaves from the body of
Potatoes Improbable Gardens located in dwarven Lettuce a shambling mountain that sleeps in
territory. the center of the swamp.
Three pounds of meat from the Three pounds of fallen leaves from a
Lobster snaphammer colony that crawls along Spinach group of treants who are attempting to
the seabed of an atoll. open a comedy club.
Void Mixer
A miniature black hole is suspended inside this mixing
machine, providing unparalleled finesse and mixing
power. No engineering can control the void — instead, a
creature must bare its soul to the beyond.
To use the mixer, a chef must succeed on a DC
15 Charisma check to connect with the void. Three
consecutive successes mix the ingredients, while three
consecutive failures ruin the ingredients.
A successful mix gains 1 Gourmet Star and increases
its maximum Gourmet Star Rating by 1. Otherwise, the
dish is lost to the ravenous void and is unrecoverable.
According to obscure legend, gourmet cooking was first The Iron Toque Competition
gifted to mortals by an ancient titan known as the Iron Every century, the titan awakens to host the world-wide
Chef. The enormous golem spends most of its time cut-throat cooking competition known as the Iron Toque.
asleep, waking only to evaluate the creative progress of His arrival is heralded by the appearance of golems
mortals and share its immense creative wisdom. wearing toques who seek out master chefs and exotic
The Iron Chef’s origins are frequently disputed. Some ingredients. Beasts within a 100-mile radius of the Iron
say he was created by an elder god as a servant or he Chef grow restless in preparation for the coming hunt.
arrived from an entirely different plane of existence as Adventurers that participate in the Iron Toque
judgment upon mortals. competition should be 8th level or higher. The adventure
includes challenging or dangerous hunts for dangerous
King of Golems ingredients, as well as the real possibility of failure to
One of the first golems ever created, the Iron Chef is one cook the Iron Chef a satisfying dish.
rumor for the origin of golemkind. At 30 feet tall, the titan
imposes a commanding presence that can control other Competition Structure
golems and press them into his service. Though the Iron Competitors usually operate in teams of at least two
Chef views other golems as kin, the titan also sees them members. They are assigned a special ingredient for
as nothing more than tools. which the dish must contain, and are given a week to find,
Each type of golem fulfills a different purpose hunt, and prepare a dish of their choice.
determined by a caste system based on its constituent At the end of the period, the Iron Chef tastes and
material. Clay and flesh golems tend to serve as defensive judges each dish. Teams that successfully impress the
forces, using overwhelming numbers to their advantage. golem receive a boon, which is typically a new ingredient
Rock golems become scouts and hunters upon command, or recipe. However, teams that fail to do so are at the
sent across the planet to obtain ingredients. Finally, other violent mercy of the Iron Chef.
iron golems become workers in the kitchen, filling the The quality of a dish is based on its Gourmet Star
roles of sous chef, saucier, fry cook, and more. Rating. A dish that has more Stars is more likely to be
If the Iron Chef awakens without a sufficient work force praised by the Iron Chef upon tasting. Refer to the Dish
nearby, he creates one. By grouping an abundance of clay Quality table to determine the outcome.
or stone into a vaguely humanoid form, he imbues it with
life and sends them on their way to obtain more materials Gourmet Stars Chance of Success
for new golems. 5 or more 100%
4 80%
Patron of Culinary Arts
The Iron Chef is virtually a demigod thanks to its 3 60%
unyielding strength and its fine-tuned sense for creativity 2 40%
and arts. The few master chefs who still remember
him burn nightly prayers to maintain their good fortune. 1 20%
Monastic orders work tirelessly to prepare both food and 0 0%
worshipers for the golem’s eventual return.
Compendium: Anyone Can Cook
9
Iron Kitchen
●● Stovetops and ovens in the kitchen spontaneously
The Iron Chef establishes a base of operations in his own ignite. Each creature within 60 feet of the Iron Chef
personal kitchen, which is a 30-foot by 60-foot complex must succeed on a DC 20 Constitution saving throw or
populated with various oversized workstations, shelves, gain 1 level of exhaustion.
and cookware. The CR of the Iron Chef increases by 2 if
●● Cookware in the kitchen awaken and become agitated.
he is fought in his kitchen.
Each creature within 60 feet of the Iron Chef must
make a DC 20 Dexterity saving throw, taking 27 (6d8)
Lair Actions slashing damage on a failed save, or half as much on a
When fighting inside his lair, the Iron Chef may magically successful one.
command the kitchen cookware to take lair actions. On
●● The kitchen floods with soapy water. For the next 10
initiative count 20 (losing initiative ties), the Iron Chef
minutes, the ground within 60 feet of the Iron Chef is
takes a lair action, but cannot use the same effect two
considered difficult terrain for creatures except for the
rounds in a row.
Iron Chef.
Armor Class 22 (natural armor) Knife. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit Points 367 (21d20 + 147) Hit: 26 (5d6 + 9) slashing damage plus 9 (2d8) psychic
Speed 30 ft. damage.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one
29 (+9) 10 (+0) 25 (+7) 18 (+4) 20 (+5) 18 (+4) target. Hit: 22 (3d8 + 9) bludgeoning damage.
Saving Throws Str +16, Con +15, Wis +12 Animate Cookware (Recharge 5-6). The Iron Chef imbues up
Skills Animal Handling +12, History +11, Nature +12, Religion to four pieces of nonmagical cookware or utensils within 120
+11, Perception +19, Sleight of Hand +14, Survival +19 feet of it with life for up to 1 minute. Each object becomes a
Damage Immunities fire, poison, psychic; bludgeoning, construct with 25 hit points, AC 18, a flying speed of 30 feet,
piercing, and slashing from nonmagical attacks that aren’t and blindsight with a radius of 30 feet (blind beyond this
adamantine range). Its Strength is 14, Dexterity is 12, Constitution is 12,
Condition Immunities charmed, exhaustion, frightened, Intelligence is 3, Wisdom is 3, and Charisma is 1. When the
paralyzed, petrified, poisoned animated object drops to 0 hit points, it reverts to its original
Senses darkvision 120 ft., passive Perception 29 object form, and any remaining damage carries over to its
Languages all languages original object form.
Challenge 21 (33,000 XP) Immediately after the Iron Chef takes a turn, each animated
object can move up to its speed and make one melee attack
Fire Absorption. Whenever the Iron Chef is subjected to fire against a creature within 5 feet of it. Each utensil has a +9
damage, it takes no damage and instead regains a number of to hit, dealing 9 (2d6 + 2) damage on a hit. The type of
hit points equal to the fire damage dealt. cookware or utensil determines the damage type.
Iron Presence. A golem that starts its turn within 120 feet of Legendary Actions
the Iron Chef must make a DC 20 Wisdom saving throw. On The Iron Chef can take 3 legendary actions, choosing from
a failed save, a golem falls under the Iron Chef’s control until the options below. Only one legendary action option can be
the Iron Chef is incapacitated. While controlled, the golem used at a time and only at the end of another creature’s turn.
obeys all of the Iron Chef’s commands to the best of its The Iron Chef regains spent legendary actions at the start of
ability. A golem that succeeds on the saving throw is immune its turn.
to this effect for the next 24 hours.
Charge. The Iron Chef moves in a straight line up to its speed.
Immutable Form. The Iron Chef is immune to any spell or Each creature in the Iron Chef’s path must succeed on a
effect that would alter its form. DC 22 Strength saving throw or take 13 (3d8) bludgeoning
damage and be knocked prone.
Legendary Resistance (3/Day). If the Iron Chef fails a saving
throw, it can choose to succeed instead. Chef ’s Orders. The Iron Chef commands each allied golem
within 30 feet of it to make one melee weapon attack
Magic Resistance. The Iron Chef has advantage on saving against a hostile creature within reach.
throws against spells and other magical effects.
Slam. The Iron Chef makes one Slam attack.
Magic Weapons. The Iron Chef’s weapon attacks are magical.
Culinary Training
When you choose this tradition at 3rd level, your chef’s
training has also prepared you for combat. You gain the
following benefits:
Comfort Dish
Starting at 6th level, you understand the healing properties
of food. At the end of a long rest, you can prepare a number
of treats equal to your Wisdom modifier (minimum of 1).
These special treats last 24 hours after being made. You
can use an action to integrate a treat into an existing dish.
A creature can use a bonus action to eat a treat (or a dish
with a treat) and gain one of the following effects of your Master Chef
choice:
At 17th level, you gain the following improvements to your
●● The creature regains hit points equal to 5 + two rolls Culinary Training feature:
of your martial arts die and has advantage on saving
●● Tools of the Trade. When you make attacks with cook’s
throws made to resist being charmed or frightened for
utensils or other cookware, they gain the Thrown
the next hour.
property (range 20/60). If you make a ranged attack
●● The creature must make a Wisdom saving throw with those weapons, you can draw them as part of the
against your ki save DC or be charmed by you for an attack.
hour. The creature has advantage on this save if you or
●● Kneading Hands. You can move the target up to 5 feet
your companions are fighting it.
to an unoccupied space within 10 feet of you, instead of
moving the creature to a space within reach.
Kitchen-Forged
By 11th level, you have braved the flames. You have ●● Thousand Cuts. When you spend 1 ki point to use this
resistance to fire damage, and once per turn, when you hit ability, you can make four unarmed strikes instead of
a creature with an unarmed strike or a monk weapon, you three.
deal additional fire damage equal to one roll of your martial
arts die.
Culinary Items
This section contains new items a chef may encounter
while on a world-crossing cooking adventure.
Ingredients
The following items are also ingredients harvested from
a monster. Each item may be used as part of a recipe, but
also have potential uses in combat. See the “Culinary
Adventures” section for more details and recipes.
Diced Potatoes
Akkoro Sashimi
Other, ingredient
Diced Potatoes
This limb belongs to the mythical akkoro, a monstrous Wondrous item (uncommon), ingredient
octopus that dwells among the deep caves. Gnomish
Despite what their name suggests, these potatoes
chefs hire hunters to procure akkoro tentacles meat for
naturally grow into its icosahedron shape, thanks to the
their expensive dishes.
minor probabilistic magic found in the certain parts of the
The limb continues to wriggle for weeks after it is severed. earth. Some dwarves claim they can taste the extra sides.
As an action, you can throw this limb at a creature within
When first found or dug up, each plant has 1d3 potatoes.
20 feet of you. The target must succeed on a DC 15
Immediately before you make an ability check, attack roll,
Strength saving throw or be restrained by the limb. A
or saving throw, you can consume one potato (no action
restrained target can repeat the save at the end of each of required) to give yourself advantage on the roll.
its turns, ending the effect on a successful save.
Once a target has succeeded on a save, roll a d6. On a
roll of 5 or higher, the limb falls off the target. On a roll of Game of Chicken
4 or lower, the limb is destroyed. Other, ingredient
This game meat is hunted in certain orcish territory
where most fowl is called chicken. This is harvested from
Cloak of the Flathide
a phoenix, whose volatile nature result in either blazing
Other, ingredient
success or hellish failure.
This cloak is crafted from the skin of the flathide flounder,
Immediately before you make an attack roll, you can speak
a giant beast that lurks in the murky waters of the
the item’s command word and play a game of chicken. Roll
Edgewater Swamp. a d6. On a roll of 4 or higher, you automatically score a
While wearing this cloak, you can use a bonus action to critical hit on the attack. On a roll of 3 or lower, you hit
attempt to Hide in lightly obscured water. If you attempt to yourself with the attack. Once used, this property cannot be
Hide in mud, you have advantage on the Dexterity (Stealth) used again until the next dawn.
check.
Gluttonous Paste
Golem’s Drydent
d8 Goal
Backberry. Your reflexes are heightened. When a
creature within 5 feet of you hits you with a melee
weapon attack, you can use your reaction to make
1
one melee weapon attack against that creature.
Once you have hit a creature this way, the jam’s
benefit ends.
Booberry. Your appearance becomes more
Multi-Berry Jam
frightening. As a bonus action, you can attempt
to frighten another creature within 30 feet of you
that can see you. The target must succeed on a DC
2
13 Wisdom saving throw or become frightened of
you until the end of its next turn. Once you have
frightened a creature this way, the jam’s benefit
ends.
Cramberry. Your voice gains a psychic layer. When
a creature within 60 feet of you hits you with a
3 weapon attack, you can use your reaction to deal 1d8
psychic damage to the attacker and knock it prone.
Then the jam’s benefit ends.
Drawberry. Your body becomes more absorbent. For
the duration, when you take acid, cold, fire, lightning,
4 or thunder damage, you can use your reaction to
draw some of it into you, reducing the damage taken
by 1d6. Then the jam’s benefit ends.
Graspberry. Your body gains a small layer of sticky
ooze. For the duration, when you hit a creature
with a melee weapon attack, you can choose to
5
immediately use a bonus action to attempt to
grapple the target. Once you have grappled a Pocket Flamesprout
creature this way, the jam’s benefit ends.
Poisenberry. Your body becomes mildly poisonous.
The next time you hit a creature with a weapon
6
attack, you deal an additional 2d6 poison damage to
it, and then the jam’s benefit ends. Pocket Flamesprout
Other, ingredient
Yellderberry. Your voice is amplified by the jam. As
an action, you can use an action to overwhelm a Flamesprout powder is made from the crushed seeds
creature within 30 feet of you that you can hear you. of the flamesprout plant. It sees widespread use as an
7 extreme spice in many elven delicacies.
The target must succeed on a DC 15 Wisdom saving
throw or become incapacitated until the end of its
When found, this pouch carries 1d3+1 handfuls of
next turn. Then the jam’s benefit ends.
flamesprout powder. As a bonus action, you can throw
Flavor Burst. You gain the benefit of multiple jellies. a handful of flamesprout powder in a 10-foot cone
Roll twice on this table to determine the benefit. originating from you. Each creature in the cone must
8 Reroll the die if get a repeated result on your second make a DC 15 Constitution saving throw. On a failed save,
roll. Whenever you roll an 8, roll that die again until
a creature takes 2d6 fire damage and is blinded until the
it is no longer an 8.
end of its next turn. On a successful save, the creature
takes half as much damage and is not blinded.
Razorhorn Spear
Weapon (spear), ingredient
Relishell Sauce
This horn belongs to the massive razorhorn bull. Though
not as useful as meat or milk, the horn has excellent
combat utility in viciously impaling enemies.
When you hit a creature with a melee attack using this
weapon, you can immediately use a bonus action and
attempt to grapple it. If you succeed, you impale the target
with the spear. Until this grapple ends, the creature takes
1d6 piercing damage at the start of each of its turns, and
you cannot use the spear to make attacks. The grapple
ends early if you let go of the spear.
Roc Talon
Relishell Sauce
Other, ingredient
This sauce is secreted by the relishell, a snail that lives
among seaside grottoes. The sea salt and limestone gives
this sauce a unique flavor desired by dwarven cuisine.
You can use an action to slather the sauce in a 10-foot
diameter circle in a space adjacent to you. When a
creature starts its turn inside the circle or enters the area
for the first time on its turn, it must succeed on a DC 15
Dexterity saving throw or fall prone.
The sauce can be cleaned from the surface over the
course of a minute by water or light rain.
Valkura Coat
Wondrous item, very rare (requires attunement),
ingredient
Lightning still courses through the hide of the mythical
giant eel valkura. The coat quietly crackles with static
with every motion.
While wearing this cloak, you have resistance to lightning
damage. Brewer’s Pauldron
Lightning Arc. Whenever you take lightning damage,
you can use your reaction to deal 1d8 lightning damage to
a creature of your choice within 10 feet of you.
Magic Items
Each item is presented in alphabetical order. An item’s
description gives the item’s name and category; if the item
is magical, its rarity and its properties are also listed.
Plate Armor
Armor (scale mail), rare
You have a +1 bonus to AC while wearing this armor.
Whenever you take damage from sentient food or a food-
based attack or effect, you reduce the damage that you
take by 1d6.
Optional Attunement. You gain a connection to the
plates. While you are wearing the armor, you can use
an action to cast animate objects and cause up to ten
Tiny plates on the armor to come to life. Until the spell
ends, you do not benefit from this armor. Whenever an
animated plate drops to 0 hit points, it returns to your
armor instead of breaking. Once used, this property
cannot be used again until the next dawn.
Potagier’s Helmet
Wondrous item, common
This “helmet” looks more like a simple soup pot placed
over your head, but it will do in a pinch.
While wearing this helmet, you have resistance to fire
damage and are blinded.
Preserver’s Pack
Adventuring gear, wondrous item, common
This backpack has three pouches, each of which are
magically-enchanted with minor temporal and thermal
stasis. Each pouch can hold up to 15 pounds.
An object placed inside the pouch is protected from
decay, and its temperature and freshness is maintained
10 times longer than normal. For example, a pound of Plate Armor
meat that rots in 3 days instead rots in 30 days.
Other Items
The items in this section are non-magical items you may
use in your cooking escapades. My First Spatula
My First Spatula
Adventuring gear, tool
No one really knows where this wooden spatula came Rotary Knife
from, nor why it is cracked. It’s still a useful tool. Weapon (dagger)
No matter what kind of egg dish you try to cook using this Rolling Blade. This rotary saw on a stick is designed to
spatula, you always end up with scrambled eggs. create long controlled slashes. Whenever you make a
Curse. This spatula is actually the Wand of Spatulus melee attack with this knife, you can make another attack
and cursed to be broken. The crack in the tool cannot with the knife as part of this action if you rolled a 4 on the
be repaired and a mending spell has no effect on it. A damage die.
remove curse spell or similar magic ends the curse and Equal Cuts. You can use the knife to a flat object into
transform it back into the Wand of Spatulus. equal pieces, up to eight pieces.
Actions
Multiattack. The akkoro makes as many constrict attacks as it
has arms. It can’t attack the same target more than twice with
this action.
Jelly Types
Backberry Body. This jelly has absorbed blackberries.
Once per turn, when the jelly is hit by a weapon attack,
it can make one Pseudopod attack against a creature
within 5 feet of it.
Booberry Body. This jelly has absorbed blueberries.
Once per turn, when the jelly is hit by a weapon attack,
Berry Jelly
Large ooze, unaligned
the attacking creature must make a DC 12 Wisdom
saving throw. The attacker must be within 30 feet of the Armor Class 8
jelly and can see the jelly. On a failed save, the attacker Hit Points 45 (6d10 + 12)
is frightened until the end of its turn. A creature Speed 10 ft., climb 10 ft.
frightened this way must immediately use all of its
remaining movement to run away from the jelly. STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
Cramberry Body. This jelly has absorbed cranberries to
produce psychic waves. Once per turn, when the jelly
Damage Resistance acid
is hit by a weapon attack, the attacking creature must
Damage Immunities lightning, slashing
make a DC 12 Intelligence saving throw. The attacker Condition Immunities blinded, charmed, deafened,
must be within 60 feet of the jelly. On a failed save, the exhaustion, frightened, prone
attacker takes 1d6 psychic damage and falls prone. Senses blindsight 60 ft. (blind beyond this radius), passive
Drawberry Body. This jelly has absorbed strawberries. Perception 8
When the jelly is the target of magic missile, a spell Challenge 4 (1,100 XP)
attack, or a line spell, roll a d6. On a roll of 1-3, the jelly
Amorphous. The jelly can move through a space as narrow as
absorbs the spell and is unaffected. When the jelly uses
3 inches wide without squeezing.
Pseudopod, the acid damage becomes the damage type
of the most recently absorbed spell. Berry Body. The jelly comes in one of seven flavors. Each
Graspberry Body. This jelly has absorbed raspberries. flavor of jelly has a different effect when it takes damage
When the jelly is hit by a melee weapon attack, the
attacking creature must make a DC 12 Strength or Spider Climb. The jelly can climb difficult surfaces, including
Dexterity saving throw (attacker’s choice). On a failed upside down on ceilings, without needing to make an ability
check.
save, the attacking creature is grappled and restrained
by the jelly. A creature can repeat this save at the end of Unusual Nature. The jelly does not require sleep.
its turn, ending the effect on a success.
Poisenberry Body. This jelly has absorbed boysenberries. Actions
Whenever the jelly takes damage, it expels poisonous Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
matter. Each creature except oozes within 10 feet of the target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid
jelly must make a DC 12 Constitution saving throw. On damage.
a failed save, the creature takes 1d12 poison damage.
Reactions
Yellderberry Body. This jelly has absorbed elderberries.
Whenever the jelly takes damage, it screams in eldritch Split. When a jelly that is Medium or larger is subjected to
lightning or slashing damage, it splits into two new jellies if it
noises. Each creature except oozes within 30 feet
has at least 10 hit points.
who can hear the jelly must make a DC 12 Wisdom Each new jelly has hit points equal to half the original
saving throw. On a failed save, the creature becomes jelly’s, rounded down. New jellies are one size smaller than
incapacitated until the start of its next turn. the original jelly.
Skills Stealth +2
Damage Resistances fire
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Challenge 5 (1,800 XP)
Flamesprout
plants are immune to this damage. If the flamesprout has
less than half its hit points remaining, the sphere becomes a
20-foot radius sphere.
This flower is easily identified by its flame-like coloring on
its petals and leaves, as well as the dimly glowing flame Unusual Nature. The flamesprout does not require sleep.
pods. To protect itself from dangerous creatures prowling
its home forests, the flamesprout uses reactive and emits Actions
a deadly aroma that burns lungs upon inhalation.
Multiattack. The flamesprout makes 1d4 + 1 tendril attacks.
Inner Flames. A blistering substance courses through
the flamesprout’s stem and collects inside its tendrils Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one
and fruits, aptly named the flame pods. When struck or target. Hit: 8 (2d6 + 1) bludgeoning damage plus 3 (1d6) fire
destroyed, flame pods release their contained energy in damage.
a deadly fireball. Experienced hunters take care to avoid
Flame Burst (Recharge 5-6). The flamesprout destroys one of
damaging the flame pods to prevent explosions and
its flame pods and produces a fireball at a point within 30 feet
preserve the valuable fruit. of it. Each creature within 20 feet of that point except for the
Elven Spice. Within the wide array of spices used in flamesprout must make a DC 15 Constitution saving throw,
the culinary arts, flamesprout powder is a vital ingredient taking 21 (6d6) fire damage on a failed save or half as much
in certain elven delicacies. Some elven cultures host damage on a successful one.
flamesprout-eating events where contestants compete to
Reactions
endure the burning powder without falling unconscious.
Explosive Burst. Whenever the flamesprout takes 10 or more
damage from a single source, it can immediately use its
Flame Burst trait to produce a fireball centered on its space,
even if the trait has not recharged.
Though golems are made of many materials, none are Magic Resistance. The golem has advantage on saving throws
as feared as the salt golem. The golem’s salt-laced breath against spells and other magical effects.
instantly removes moisture from the air and leaves its
Magic Weapons. The golem’s weapon attacks are magical.
victims in a gruesome dried state. Adventurers can
usually detect the presence of a salt golem thanks to the Unusual Nature. The golem does not require air, food, drink,
husks it leaves behind. or sleep.
Salt Volatility. The salt golem is a construct sculpted
Actions
or grown from enchanted salts. Its corrosive composition
can degrade metal and stiffen skin, and like salt, its body Multiattack. The golem makes two slam attacks.
also reacts violently to acid, creating acidic bursts of
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
smoke.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is
Unparalleled Flavor. The taste of a salt golem is wielding a metal shield, that shield corrodes and no longer
heightened by its enchantment and age, as it slowly grows grants a bonus to the wielder’s AC until a creature spends a
progressively purer crystals. Most gourmands agree this minute cleaning the shield.
salt has a higher quality than regular sea salt. If the salt
golem has not taken any acid damage in the past seven Corrosive Breath (Recharge 5-6). The golem exhales dry salt in
a 60 foot cone. Each creature in the cone must make a DC 15
days, the salt remains intact.
Constitution saving throw. On a failed save, a creature takes
27 (6d8) necrotic damage and is poisoned until the end of
the golem’s next turn. While poisoned this way, the creature
is also blinded. On a successful save, the creature takes half
as much damage and is not poisoned.
Armor Class 16 (natural armor) Armor Class 7 (shell is open), 25 (shell is closed)
Hit Points 123 (13d12 + 39) Hit Points 27 (5d6 + 10)
Speed 5 ft., swim 30 ft. Speed 5 ft., swim 10 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 17 (+3) 2 (-4) 10 (+0) 6 (-3) 18 (+4) 5 (-3) 14 (+2) 1 (-5) 4 (-3) 2 (-4)
Bonus Actions
Flatten. The flathide flattens its body and attempts to Hide in
lightly obscured waters.
Ooze. The blob takes up its entire space. Other creatures can
enter the space, but a creature that does so is subjected to
Razorhorn
Large beast, unaligned
the blob’s Engulf and has disadvantage on the saving throw.
Creatures inside the blob can be seen but have total cover.
A creature within 5 feet of the blob can use an action to pull Armor Class 14 (natural armor)
a creature or object within reach out of the blob. Doing so Hit Points 76 (8d12 + 24)
requires a successful DC 15 Strength check, and the creature Speed 40 ft.
making the attempt takes 14 (4d6) acid damage.
The blob can hold only up to two Large creatures or up to STR DEX CON INT WIS CHA
six Medium or smaller creatures inside it at a time. 18 (+4) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 6 (-2)
Unusual Nature. The blob does not require sleep. Senses passive Perception 10
Challenge 4 (1,100 XP)
Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one Aggressive. As a bonus action, the razorhorn can move up to
target. Hit: 14 (4d6) acid damage. its speed toward a hostile creature that it can see.
Engulf. The blob moves up to its speed. While doing so, it can Charge. If the razorhorn moves at least 20 feet straight
enter Large or smaller creatures’ spaces. Whenever the blob toward a target and then hits it with a Gore attack on the
enters a creature’s space, the creature must make a DC 15 same turn, the target takes an extra 9 (2d8) damage.
Dexterity saving throw.
On a successful save, the creature can choose to be pushed Actions
5 feet back or to the side of the blob. A creature that chooses Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
not to be pushed suffers the consequences of a failed saving Hit: 13 (2d8 + 4) piercing damage. If the target Medium or
throw. smaller, it is grappled by the razorhorn (escape DC 13). A
On a failed save, the blob enters the creature’s space, and creature grappled this way is also restrained, and takes 4
the creature takes 14 (4d6) acid damage and is engulfed. The (1d8) piercing damage at the start of each of its turns. The
engulfed creature can’t breathe, is restrained, and takes 21 razorhorn can only grapple up to two creatures at a time.
(6d6) acid damage at the start of each of the blob’s turns.
When the blob moves, the engulfed creature moves with it. Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one
An engulfed creature can try to escape by taking an action target. Hit: 15 (2d10 + 4) bludgeoning damage.
to make a DC 15 Strength check. On a success, the creature
escapes and enters a space of its choice within 5 feet.
Armor Class 16 (natural armor) Lightning Absorption. Whenever the shambling mountain is
Hit Points 104 (11d10 + 44) subjected to lightning damage, it takes no damage and regains
Speed 15 ft. a number of hit points equal to the lightning damage dealt.
STR DEX CON INT WIS CHA Unusual Nature. The shambling mountain doesn’t require
16 (+3) 9 (-1) 18 (+4) 4 (-3) 12 (+1) 2 (-4) sleep.
STR DEX CON INT WIS CHA Damage Resistance bludgeoning, piercing, slashing
19 (+4) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 8 (-1) Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Skills Stealth +4 Senses blindsight 10 ft., passive Perception 9
Damage Resistances fire, thunder Challenge 6 (2,300 XP)
Senses darkvision 60 ft.
Challenge 5 (1,800 XP) Deafening Drone. The swarm creates a constant aggressive
buzzing noise with its wings. All creatures within 30 feet of a
Water Breathing. The snaphammer can breathe only swarm except railstinger swarms are deafened.
underwater.
Smoke Susceptibility. If the swarm starts its turn inside
Actions smoke, the smoke confuses and soothes the swarm. Until the
Multiattack. The snaphammer makes two Pincer attacks. start of the swarm’s next turn, its speed is halved, it cannot
While underwater, it can use its Snap Strike in place of one use Deafening Drone, and it ceases being hostile toward
other attack. other creatures. If the swarm is attacked, it becomes hostile
again.
Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. Compressed Swarm. The swarm can occupy another
creature’s space and vice versa, and the swarm can move
Snap Strike. The snaphammer’s movements explosively through any opening large enough for a Small creature. The
excite air bubbles in the water around it. Each target within swarm can’t regain hit points or gain temporary hit points.
20 feet of the snaphammer must make a DC 15 Constitution
saving throw, taking 9 (2d8) thunder damage on a failed save Actions
or half as much on a success. A target that fails this save Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., each target
must also succeed on another DC 15 Constitution saving in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10
throw or be blinded until the end of its next turn. (3d6) piercing damage if the swarm has half of its hit points
or fewer.