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Anyone Can Cook

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0% found this document useful (0 votes)
533 views31 pages

Anyone Can Cook

Uploaded by

asegnig82
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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21

20
G
AU
Content Overview Lore & Setting

E
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)

Compendium: Anyone Can Cook


1
There are many reasons why your adventuring party is
embarking on this culinary quest. You may be hired by a
celebrity chef as assistants in the kitchen. Perhaps you
Cooking For Adventurers work for a black market vendor that specializes in rare
ingredients. You may even be seeking to participate in
“It’s true that not anyone can cook, but a cook can come
the globe-trotting Iron Toque competition. Whatever the
from anywhere. It matters not be you adventurer, wizard,
reason, this compendium will help you design and create
hunter, or even a cleric — with enough time and effort,
your own dish.
you just might become the next head chef.”
— Anne Tonigo
Gourmet Recipes
Famous Food Critic
Millions of recipes are found across the world, ranging
from the simple to the rare and difficult. Chefs from
The culinary side of a fantasy setting is equally fascinating around the country lead a creative push to craft new
and dangerous. In a world where large, exotic beasts dishes and record them for generations to come.
exist, a curious chef will always rise to meet it. Through
All recipes contain a list of ingredients and cooking
centuries of experimentation, civilizations have developed
instructions. However, gourmet recipes have at least one
hundreds of rare dishes and created a demand for skilled
to five special ingredients based on their complexity, rarity,
monster hunters.
and price, as well as a set of special cooking procedures.

Compendium: Anyone Can Cook


2
Gourmet Star Ratings Special Procedures
A dish or ingredient that has exceptional quality or taste Once ingredients have been collected, chefs use
is represented by its Gourmet Star Rating. This metric is workstations to prepare, cook, and produce the dish. Most
most valuable in cooking competitions. A character that basic culinary work can be accomplished with a basic
excels at harvesting or preparing an ingredient increases knife, pot, and fire, but more complicated steps require
its Gourmet Star Rating. The Rating of a dish equals the special tools and workstations. Provided you have the
combined rating of its constituent ingredients. proper tool or station, you can make an appropriate check
A dish or ingredient can have up to five Gourmet Stars. to complete the step. Consult the Cooking Procedures
Each Star increases its gold value by an additional 50%, table to determine the result.
to a maximum of 250%. For example, a typical ounce of
relishell sauce might cost 10 gp, but an ounce of Five-Star Cooking Procedures
relishell sauce costs 35 gp (10 gp + 5gp for each Star). Check Result Creature
In a typical cooking competition, the dish with the most 5 or less The dish or ingredient is ruined.
Gourmet Stars wins.
6 to 15 The procedure is completed successfully.
Special Ingredients The procedure is completed successfully and
16 or higher
Special ingredients are typically the primary objective of a also gains a Gourmet Star.
good culinary adventure, as a head chef or client may hire
a party to hunt and obtain food from dangerous creatures.
To create a recipe in a fantasy setting, simply take
an existing recipe and replace one of its mundane
ingredients with a similar ingredient available from a
setting-appropriate monster or encounter. For example,
when transcribing a simple omelette that requires milk,
salt, and eggs, you may replace chicken eggs with eggs
from a giant eagle nest or decide the milk is produced by
a razorhorn. If the dish is particularly special, the recipe
may use two or more special ingredients.
The Custom Special Ingredients table offers a few
suggestions for designing special ingredients in a setting-
appropriate recipe.

Custom Special Ingredients


Food Type Creature
Ankheg, Giant Scorpion, Giant Spider,
Arthropods
Rhemorhaz
Dairy Giant Goat, Gorgon, Razorhorn
Eggs Phase Spider, Roc, Wyvern
Awakened Tree, Berry Jelly, Black Pudding,
Fruits
Shambling Mound
Giant Boar, Giant Crocodile, Giant Frog,
Meats
Griffon, Gorgon, Mammoth, Razorhorn, Roc
Sauces Relishell, Railstinger Swarm (Honey)
Akkoro, Flathide, Giant Clam, Giant Shark,
Seafood
Snaphammer, Valkura
Spices Flamesprout, Salt Golem
Vegetables Shambling Mound, Violet Fungus

Compendium: Anyone Can Cook


3
Hunting for Ingredients
With a recipe in hand, an adventuring party sets off
to obtain fresh ingredients. While some can be easily
purchased from the local market, others may be more
difficult and deadly to collect.
This section suggests some rules for players to use
when trying to obtain an ingredient from a creature. The
GM may adjust the rules to create a more challenging or
exciting scenario.

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.

Compendium: Anyone Can Cook


5
Dragon Roll
Gourmet chefs prepare a version of the dragon roll Linguini Exotica
using real dragon meat. The rice must be boiled and the One of the most dangerous dishes, this pasta contains
seaweed must be dried before assembly. the unique clashing flavors of exotic creatures and sauces.
The meats must be minced and the pasta and sauces
Basic Ingredient Special Adventure must be simmered over low
Three avocados from a plant bed in the
Avocado magical Deepwoods, a forest guarded Basic Ingredient Special Adventure
by treants that protect it from outsiders.
Two pounds of meat from a tyrannosaur
Five pounds of soft rice from the central Aged Meat or triceratops — fabled beasts last
Rice swamps of the Huapaca Jungle, amidst spotted on a remote jungle island.
a pack of panthers.
Two roc talons from a roc perched atop a
Chicken Feet
A pound of seaweed from the undersea snow-capped mountain.
Seaweed
garden of a green hag.
Three legs from an ankheg rumored
Five pounds of authentic dragon meat Crab Legs to terrorize passing merchants in the
Shrimp from a wyvern frequently menacing desert.
travelers along a mountain trade route.
Two pounds of tendrils from a roper
Linguini
Five ounces of sauce from a mayosnail. found a mile beneath the planet surface.
Use the stat block of a relishell,
Spicy Mayonnaise Three ounces of gluttonous paste from
replacing the relish it produces with
Sweet Sauce a gluttonous blob carving a destructive
mayonnaise.
path towards a small village.

Compendium: Anyone Can Cook


6
Mariner Chowder
This chowder was the favorite dish of the Mariner
King. Each ingredient must be minced and collectively Piquant Salad
simmered over a low fire for over three hours. This simple delicious vegetable dish balances the tartness
Basic Ingredient Special Adventure
of lightly pickled carrots and cucumbers with the tangy
flavor of honey. The honey must be thoroughly mixed with
Two pounds of clam from a Giant Clam sugars prior to serving.
Clam found only in the shallows of a shark-
infested island. Basic Ingredient Special Adventure
Five legs from giant spiders nesting Three roots from a mandrake that only
Crab
beneath an unsuspecting small town. grows in a green dragon wyrmling’s
Carrots
Two pounds of meat from the mythical lair. Use a shrieker’s stat block for the
Eel mandrake.
valkura in the elemental plane of water.
Two pounds of meat from the flathide in Three sacred cucumbers from the
Flounder Cucumbers treasure vaults of an ancient forgotten
the Edgewater Swamp’s murky waters.
temple.
Fresh akkoro sashimi from an
Octopus akkoro that lives in the deep marine Five ounces of railsting syrup from the
Honey Dressing
subterranean caves. hive of a railstinger swarm.

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.

Peanut Butter and Jelly Sandwich Steak and Eggs


This fairly straightforward comfort food is commonly
The most basic of dishes boasts a gourmet upgrade. The
found in countryside diners. The cheese must be mixed
peanuts and jam must be appropriately mixed. If made
from buckets of milk for over 2 hours. All ingredients are
from scratch, the wheat must also be baked into bread.
later fried in a large pan for flavor.
Basic Ingredient Special Adventure Basic Ingredient Special Adventure
Millenia-old sweet grain found only Three pounds of meat from a giant boar,
Bread, Sliced in the secure vaults of the city’s royal Beef
mammoth, or razorhorn.
herbalist.
Three bucketfuls of milk from a
Ten ounces of jam from berry jellies Cheese
Jelly razorhorn, hand-churned into cheese.
from the local berry farm.
Two large eggs from a giant eagle’s nest,
Three sacks of peanuts from a field Egg
Peanuts built along the edge of a sheer cliff face.
surrounded by awakened shrubs.
Chunk of salt from a salt golem that has
One pounds of seeds from a sunflower Pink Salt
guarded the salt mine for years.
Sesame Seeds found only in the sacred greenhouse of
a monastery dedicated to the sun.

Compendium: Anyone Can Cook


7
Legendary Workstations Dairy Forge
This 10-foot tall dairy churn is built by ancient orcs
“Are you mental? You are, without a doubt, the worst chef I and gnolls from petrified wood. Master chefs use the
have ever seen. Get out of my kitchen.” enormous churnhammer to pound milk into other dairy
— Gourd’n Ramses products like cheese, yogurt, and butter.
Celebrity Chef, Creator of Abyssal Kitchen To use the churn, a chef must succeed on a series
of DC 15 Strength (Athletics) checks to swing the
Ordinary kitchens handle ordinary food, but legendary churnhammer. Three consecutive successes transform
kitchens take cooking to a whole other level. These the milk into the desired product, while three consecutive
specialized kitchens are outfitted with a rare unique failures ruin the milk.
workstation that can take gourmet food beyond its limit. An ingredient created by the Dairy Forge gains 1
However, using these workstations requires intensive skill, Gourmet Star and increases its maximum Gourmet Star
extensive training, and tireless effort. A small moment of Rating by 1.
failure can lead to disastrous results.
Furnace Oven
Workstations This converted blast furnace once forged thousands of
swords for the Stormpeak army and now rests in the
Legendary workstations are found in disparate locations
spider-infested abandoned city of Blazeheim. This oven is
across the world. Their origins vary, but their intent is
required for rocky dishes such as lava cake.
the same. Sometimes, reaching these locations is a long
quest in itself. To use the oven, a chef must first take time to feed
the oven fuel, ignite it, and pre-heat it to the proper
Abyssal Burner temperature. One pound of coal fuel or 10 pounds of
This special stovetop is built from extremely durable wood heats the oven for 1 minute. For every ten minutes
epikorum and suspended above magma from the that pass, a chef must succeed on a DC 15 Constitution
planetary source. Each bubble of molten rock flash singes saving throw or take 2d6 fire damage.
a dish to perfection. This oven bakes food two times faster than normal. A
To use the burner, a chef must stand near the magma dish that successfully bakes in the oven gains 1 Gourmet
pool to watch the dish. For every minute of cooking, a Star and increases its maximum Gourmet Star Rating
chef must succeed on a DC 15 Dexterity saving throw or by 1. If the fuel runs out before the baking duration is
take 2d6 fire damage. complete, the dish is ruined.
This stovetop cooks food two times faster than normal.
Temporal Distillery
A dish that successfully cooks here gains 1 Gourmet Star
An abandoned wizard tower containing a temporal
and increases its maximum Gourmet Star Rating by 1.
anomaly has since been harnessed by a distillery
company. Small objects are sent back through time so
their aging process can begin much earlier than normal.
To use the distillery, a chef must succeed on a DC 15
Intelligence (History) check to precisely determine the
time period and location the ingredient must be sent to.
A dish that successfully ferments gains 1 Gourmet
Star and increases its maximum Gourmet Star Rating
by 1. Otherwise, the dish is lost to time and may not even
appear in the correct location.

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.

Compendium: Anyone Can Cook


8
The Iron Chef
“Perhaps ironically, it was the god of iron that held our Cults of desperate line cooks hunt the world for the
creativity and skill to the highest standards. We cannot slumbering body of the Iron Chef in hopes of gaining new
fathom his true goals and intentions.” skills and recipes. However, the titan must be met with an
— Antonius Boardane acceptable offering upon waking, lest a thunderous rage
Chef, Leader of the Order of the Golden Tongue befalls the nearest civilization.

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.

Iron Chef Actions


Gargantuan construct (titan), lawful neutral
Multiattack. The Iron Chef makes two melee attacks.

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.

Compendium: Anyone Can Cook


10
Way of the Gourmand
The Way of the Gourmand teaches its students the cultural
and social significance of food. No training ground is more
effective than the hellish fires of a kitchen coupled with the
swift dexterity required to craft a dish. Though gourmands
are not versed in combat techniques, their chef skills make
them surprisingly resilient foes.
Followers of this way belong to culinary monasteries like
the Golden Tongue or the Doughmaker. Members typically
travel the world in search of new cuisines, armed with
nothing more than their trusty cookware and hearty laughs.

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:

●● Tools of the Trade. You gain proficiency with cook’s


utensils if you don’t already have it. You can make
attacks with cook’s utensils or other cookware, which
are considered monk weapons for you with the Light
and Finesse properties.
●● Kneading Hands. Whenever you hit a creature with an
unarmed strike granted by your Flurry of Blows feature,
you can move it up to 5 feet to an unoccupied space
within reach, provided the creature is no more than one
size larger than you.
●● Thousand Cuts. Whenever you use your Flurry of
Blows feature, you can spend 1 ki point to make three
unarmed strikes instead of two.
●● Honed Senses. You have advantage on Wisdom
(Perception) checks you make using your senses of
smell and taste.

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.

Compendium: Anyone Can Cook


11
Akkoro Sashimi

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.

Compendium: Anyone Can Cook


12
Gluttonous Paste Leafy Parasol
Wondrous item (rare), ingredient Wondrous item (uncommon), ingredient
This paste is collected from a gluttonous blob - a rare This leaf is collected from shambling mounds and
enormous ooze that has eaten for centuries without shambling mountains. These uniquely durable and
splitting into smaller blobs. Years of spices consumed by absorbent leaves make excellent salad vegetables and
the blob have granted this paste a unique taste. gives each bite an interesting texture.
As an action, you can consume one ounce of this paste This parasol can be used as basic shelter from rain and
and magically gain a gluttonous appetite. Once within the harsh sun.
next 10 minutes, you can magically swallow one object While you are holding the leaf, you are partially
with a size up to 1 foot in any dimension. If the swallowed insulated from water and cold. Whenever you take cold
object is larger what than your stomach can normally damage or bludgeoning damage from a water-based
hold, you must make a DC 17 Constitution saving throw effect, you can use your reaction to deflect it with the
at the end of each hour. On a failed save, you immediately parasol and gain resistance to that instance of damage.
and harmlessly regurgitate the swallowed object. Then, roll a d6. On a roll of 1-4, the parasol is ruined and
cannot be used again.
Golem’s Drydent
Weapon (trident), ingredient Mandrake Root
This trident is fashioned from the remains of a salt golem. Wondrous item (uncommon), ingredient
The crystalline weapon still possesses a dash of the The mandrake is a delicious crop plant often cultivated by
golem’s flavor and desiccating ability. gnomish farmers. Improper handling of the root causes
Salt. When you stab this trident into bland food, the it to emit an alarming noise much like the mandrake and
food becomes well salted. If you stab this trident into raw their shrieker cousins.
meat or hide, the trident slowly preserves the material. As an action, you can throw the root at a point you can
Desiccator. Immediately after you hit a creature with see within 30 feet of you. Upon landing, the root emits
this weapon, you may use a bonus action and attempt a piercing screech heard up to 50 feet for 1d4 rounds.
to desiccate it. The creature must make a DC 15 Then, roll a d6. On a roll of 1-4, the root is ruined and
Constitution saving throw, taking 5d8 necrotic damage on cannot be used again.
a failed save or half as much on a successful one. Plants,
slugs, and snails have disadvantage on this save; undead
and constructs automatically succeed on the save.
Immediately after you use this bonus action, roll a d6.
On a roll of 3 or lower, the weapon melts away.

Gluttonous Paste

Golem’s Drydent

Compendium: Anyone Can Cook


13
Multi-Berry Jam
Wondrous item (uncommon), ingredient
This jam is fermented from the fruits of several berry
jellies. The balanced mix of multiple flavors makes this
jam a very popular spread for tiefling toast.
When first found or created, this jar has 1d4 + 1 scoops
of jam. You can use an action to consume one scoop of
jam and randomly gain one of the following effects for 1
minute:

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.

Compendium: Anyone Can Cook


14
Pork Chops
Weapon (battleaxe or great axe), ingredient
This limb belongs to a large, deadly boar called the
razortusk and is an especially valuable dish in dragonborn
cuisine. A hunting party that defeats a razortusk could
provide food for an entire village for a month.
When you hit a creature with this weapon, you deal an
additional 1d6 slashing damage. If you score a critical hit
with this weapon, you can roll 1d6 and add it to the total
damage.

Railsting Syrup Railsting Syrup


Other, ingredient
This syrup is harvested from the hives of the railstinger
bee. Its sweet, sour, and slightly salted taste makes it a
perfect topping for halfling ribbed bread.
You can use an action to slather the syrup inside a 10-
foot diameter circle in a space adjacent to you. When a
creature starts its turn in the circle or enters the area for
the first time on its turn, it becomes sticky. Until the start
of its next turn, it has disadvantage on checks made to
resist being grappled. Additionally, it must succeed a DC
13 Strength Saving throw or its speed is reduced to 0
until the end of its turn.
The syrup can be cleaned from the surface over the
course of a minute by water or light rain.

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.

Compendium: Anyone Can Cook


15
Roc Talon
Weapon (glaive or halberd), ingredient
This limb belongs to the roc, a large predatory bird that
lives among the cliffs. Rocs or their eggs are used in an
extremely rare orcish delicacy made only for a significant
cultural event.
This talon deals an additional 1d6 slashing damage to
creatures that you hit with it. Additionally, whenever you
hit a target with the talon, you can move it up to 10 feet to
another unoccupied space within your reach.

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.

All Denter Brewer’s Pauldron


Weapon (maul), rare (requires attunement) Found most commonly among cuisine hunters, this
You have a +1 bonus to attack and damage rolls made with pauldron is fashioned from an inverted cauldron. As a
this magic weapon. You also have advantage on ability new potion is poured and absorbed, one of its legs glow
checks made to cook noodle dishes. with dim magical light.
Al Dente. Once per turn, when you use this weapon This armor can be used as a set of brewer’s supplies.
to hit a creature wearing heavy armor or a creature
At the end of a long rest, you can spend a minute
with a specialized hardened exterior (such as a shell or
pouring a potion into the pauldron and mixing it. The
exoskeleton), you can soften its defenses. The softened
creature gains a non-stacking -2 penalty to its AC for 10 pauldron then absorbs the potion, carrying a number
minutes. A creature that doffs softened armor no longer of potions up to half your proficiency bonus; if you are
incurs this penalty, but a creature that dons the armor again proficient with brewer’s supplies, the pauldron can carry
incurs that penalty for the duration. one additional potion. While you are attuned to this armor
All Dented. This weapon deals double damage to objects and are wearing it, you can use a bonus action to gain the
and structures. benefits of one potion the pauldron has absorbed as if you
consumed it, and the pauldron loses that potion.
Additionally, if you used the pauldron to consume a
Barbecube
potion that causes you to regain hit points, you can reroll
Wondrous item, rare
a number of dice up to half your proficiency bonus, and
As an action, you can speak this cube’s command word you must use the new result.
and cause its surfaces to heat intensely for 10 minutes.
For the duration, you can barbecue food on its surfaces,
and a creature that touches the cube must make a DC 15 Chef’s Tenderizer
Constitution saving throw, taking 2d8 fire damage on a Weapon (light hammer), uncommon
failed save or half as much on a success. Once used, this Tenderize. You use this weapon to soften your opponents.
property cannot be used again until the next dawn. Once per turn, when you hit a creature with this weapon,
you reduce its speed by 10 feet.

Compendium: Anyone Can Cook


16
Cook’s Candles
Wondrous item, uncommon Deep Fried Cuirass
Armor (breastplate), very rare (requires attunement)
These candles are popular for traveling adventurers with
an elevated palette. While convenient, these candles are This armor has been bombarded with the psychic bent of
not a replacement for a real kitchen workstation. Food an aberrative environment. Certain critics believe “deep
cooked with these candles are above average at best, even fried” foods impart a subtle rush of euphoria, though this
if the ingredients are spectacular. has yet to be proven.
Each candle has enough wax to last 10 minutes. Many You have a +1 bonus to AC while wearing this armor.
types of cook’s candles exist, each with a different Deep Touch. While attuned to this armor, you can read,
purpose. speak, and write Deep Speech, and you can telepathically
speak to creatures you can see within 120 feet of you. You
Baking. When lit, this candle produces a cool blue flame. don’t need to share a language with the creature for it to
For each minute that food is held directly over the understand your telepathic messages, but the creature
candle flame, the food is baked as if it had been in an must be able to understand at least one language.
oven for an hour.
Horrid Crust. The armor grants you a supernatural
Frying. When lit, this candle produces a bright yellow visage of horror. While attuned to the armor, you have
flame. For each minute that food is held directly over proficiency in the Intimidation skill. Additionally, you
the candle flame, the food is fried as if it had been on a can use an action to cast the fear spell without providing
stovetop for an hour. material components. The DC for this spell is 15. You
Roasting. When lit, this candle produces a soft red flame. can’t cast this spell again until the next dawn.
For each minute that food is held directly over the
candle flame, the food is roasted as if it had been on in
an oven for an hour. Fireproof Mitts
Wondrous item, common
Steaming. When lit, this candle produces a wispy silver
flame. For each minute that food is held directly over This pair of gloves cannot be destroyed by fire, though
the candle flame, the food is steamed as if it had been wearing them does not necessarily prevent your hands
inside a steamer for an hour. from being burnt by intense heat.

Flavormaster’s Recipe Book


Wondrous item, uncommon (requires attunement by a
wizard)
This spell-and-cookbook belongs to the fabled
Flavormaster, the mayor of Flavortown. Legends say this
book appears only to those worthy of receiving the title of
Flavormaster.
This recipe book is a spellcasting focus. While you are
holding this book, and you gain a +1 bonus to your spell
attack rolls and to the saving throw DCs of your wizard
spells.
Spellcasting. When found, this spellbook contains
1d4+1 exotic recipes, as well as the following spells:
burning hands, create food and water, continual flame,
fear, floating disk, gaseous form, grease, stinking cloud,
tongues, unseen servant. You also learn the produce
flame cantrip.
Omni-Spice. While holding this spellbook, you can use
an action to conjure a secret special spice and flavor a
dish you are adjacent to. The food becomes exceptionally
delicious. Any creature that eats this food must succeed
on a Wisdom saving throw against your spell save DC or
become charmed by you for 10 minutes. When the charm
ends, the creature is unaware that you have charmed it.
Once you use this property, it can’t be used again until the
next dawn.
Flavormaster’s Recipe Book

Compendium: Anyone Can Cook


17
Insult to Injury
Weapon (scimitar), very rare (requires attunement)
You have a +1 bonus to attack and damage rolls made
with this magic weapon. Insult to Injury
Choice Cut. Once per turn, when you deal an
additional 1d6 slashing damage to creatures you hit with
this weapon. Undead and constructs are immune to this
extra damage.
Vicious Insult. Immediately after you hit a creature
with this weapon, you can use a bonus action to insult
the creature’s cooking skills. Your insult is rated by the
GM (or the rest of your party) based on how sick the burn
was using a 5-point scale (1 point for the most mediocre
insult and 5 points for the wittiest or most vicious insult).
For each point you receive, you deal 1d8 psychic damage
to your target. Once used, this property cannot be used
again until the next dawn, unless the psychic damage
reduced a creature’s hit points to 0.

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.

Compendium: Anyone Can Cook


18
Wand of Spatulus
Wondrous item, legendary (requires attunement by a
spellcaster)
This wand belonged to the legendary wizard chef
Spatulus, the original inventor of the spatula. With its
immense power, he waged war against the archdevil
Benedix to gain steal her Eggs Benedix recipe, but was
defeated by the fiendish army. As punishment, his spatula
was stripped of its power and forever cursed to fail at
cooking.
The wand yearns to return to its former glory. When
first found, this wand has 2 charges for the following
properties, and regains expended charges daily at dawn.
At the GM’s discretion, when its wielder accomplishes a
significant culinary achievement, its maximum charges
increases by 2, up to a maximum of 10. Appropriate
events include discovering a new dish, finding a new
spice, or cooking an extraordinarily difficult dish.
Chef’s Aid. While attuned to this wand, you have Wand of Spatulus
a bonus to any skill checks you make to craft or cook
food. The bonus equals the wand’s maximum number of
charges.
Culinary Magic. While holding this wand, you can cast
the prestidigitation and produce flame cantrips at will.
You gain a bonus to your spell attack rolls and your spell
save DC equal to half your proficiency bonus.
Spellcasting. While holding the wand, you can use an
action to expend the necessary number of charges and
cast the following spells from it using your spell save
DC: blade barrier (7 charges), burning hands (1 charge),
command (1 charge), compulsion (4 charges), continual
flame (2 charges), create or destroy water (1 charge),
fireball (3 charges), flame strike (5 charges), floating disk
(1 charge), heat metal (2 charges), locate creature (4
charges), protection from energy (3 charges).

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.

Compendium: Anyone Can Cook


19
Akkoro
Giant octopus and squid run rampant in sailor folklore,
Akkoro
Huge monstrosity, unaligned
but none are as deadly as the mythical akkoro. Hunting
deep below the surface, this 15-foot tall octopus traps Armor Class 14 (natural armor)
prey in its 20-foot arms. Sneaking up on this mythical Hit Points 115 (11d12 + 44)
creature is also difficult since its two large eyes can rotate Speed 10 ft., swim 60 ft.
to see every angle around its body.
Stealthy Hunter. Most who find themselves prey to the STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 7 (-2)
akkoro usually don’t see it coming. Its blue skin blends
into the darkness of the ocean. If lighting is bright, the
Saving Throws Str +8, Dex +5, Con +8
akkoro sheds an inky haze that obscures it from view. Damage Resistances cold
Mythical Octopus. The akkoro makes its home in the Condition Immunities frightened, paralyzed
ocean caves far from surface contact where careless Skills Perception +9, Stealth +5
explorers may stumble upon. Sometimes, an akkoro may Senses blindsight 30 ft., darkvision 120 ft., passive
invade an old shipwreck and ambush salvage hunters Perception 19
Challenge 9 (5,000 XP)
who dare dive too deep. Legends like these pass from
ship to ship, evolving as it goes.
Hold Breath. While out of water, the akkoro can hold its
breath for 1 hour.

Multi-Limbed. The akkoro has eight arms. Each arm can be


attacked and severed (AC 16, 20 hit points, resistance to cold
damage). When an arm is severed, the akkoro can no longer
use that arm and a creature grappled by that arm is released.
The akkoro regrows 1d4 severed limbs every day.

Underwater Camouflage. The akkoro has advantage on


Dexterity (Stealth) checks made while underwater.

Water Breathing. The akkoro can breathe only underwater.

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.

Constrict. Melee Weapon Attack: +8 to hit, reach 20 ft., one


target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is
grappled (escape DC 15) and pulled to an unoccupied space
adjacent to the akkoro. Until this grapple ends, that arm can
only be used to make arm attacks against that target.
If two or more arms are grappling the same target, the
target is restrained. If four or more arms are grappling the
same target, the target must succeed on a DC 15 Constitution
saving throw at the end of each of its turns or run out of
breath. The target continues suffocating until it is no longer
grappled by four or more arms.

Eject Ink (Recharge 4-6). The akkoro expels dark ink. If


underwater, the ink fills a 20-foot radius sphere centered on
the akkoro and is heavily obscured. If above water, the ink
splatters on every surface in a 15-foot radius circle centered
on a point within 20 feet of the akkoro, and creatures in that
circle are blinded until the end of their next turn.

Compendium: Anyone Can Cook


20
Berry Jellies
Berry Jellies are amorphous blobs of gelatin have
absorbed the essence of the berries they touch. They look
like piles of goo of the berry’s color, complete with seeds
still suspended inside.
Variety of Flavors. Berry Jellies types vary based on
the berry they have devoured. Despite being problematic
pests for farmers, they are often cultivated for their
captured berries, which they refine inside their bodies. If
the farmers can obtain the berries, they can be sold at a
high price in the tiefling gourmet market.

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.

Compendium: Anyone Can Cook


21
Flamesprout
Medium plant, unaligned

Armor Class 14 (natural armor)


Hit Points 102 (12d8 + 48)
Speed 5 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 18 (+4) 3 (-4) 11 (+0) 5 (-3)

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)

Flame Pod. Each flamesprout has 7 (2d4 + 2) flame pods and


regrows a lost flame pod over the course of a week.

Spicy Aroma. The creature emits burning particles in a 10-foot


radius sphere centered on itself. Each creature that starts its
turn in the sphere takes 3 (1d6) fire damage. Constructs and

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.

Compendium: Anyone Can Cook


22
Salt Golem
Large construct, unaligned

Armor Class 15 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 1 (-5)

Damage Vulnerabilities acid


Damage Immunities poison, psychic , bludgeoning,
piercing, and slashing from nonmagical attacks that aren’t
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 Ft., passive Perception 10
Language understands the language of its creator but can’t
speak
Challenge 8 (3,900 XP)

Acid Volatility. Whenever the golem takes acid damage, each


creature within 15 feet of it takes 7 (2d6) acid damage.

Corrosive Form. When the golem is attacked with a metal


weapon, that weapon corrodes. The weapon’s damage is
reduced by 1d6 until a creature spends a minute cleaning the
weapon. A weapon cannot be corroded more than once.

Immutable Form. The golem is immune to any spell or effect

Salt Golem that would alter its form.

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.

Compendium: Anyone Can Cook


23
Other Monsters
The following are miscellaneous monsters that a chef
Giant Clam
may encounter on an adventure to create the perfect dish. Even when its shell is closed, the giant clam is 8 feet wide
See the “Culinary Adventures” section for more details. and nearly 3 feet tall. Its gray-green and ribbed shell is
especially durable and protects its soft fleshy interior from
Flathide attack. The clam spends most of its time in the ocean
floor swallowing small creatures and plankton swimming
Despite its 7-foot length, the flathide can flatten itself to across its open shell. Hunters dive deep to find clams for
a thickness of less than a foot. Coupled with its ability to their delicious meat and the rare giant pearl.
alter skin tone, it can perfectly camouflage among within
Tough Shell. The giant clam’s thick shell is formed
a swamp’s muddy waters.
through hundreds of rocky reflective layers, providing
Adaptive Skin. The flathide’s main defense is the a natural resistance against magic. It is also extremely
versatile array of scales covering its body, which can strong and can snap shut in response to danger. A closed
mimic colors and realign itself against attacks. If the shell requires a successful DC 23 Strength (Athletics)
flathide feels a hunt is going poorly, it camouflages in the check to pry open or shuck.
swampy water to try again.

Flathide Giant Clam


Large beast, unaligned Large beast, unaligned

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)

Skills Stealth +7 Condition Immunities charmed, frightened, grappled,


Senses darkvision 60 ft., passive Perception 10 paralyzed, petrified, prone, restrained, stunned
Challenge 7 (2,900 XP) Senses blindsight 10 ft. (blind beyond this radius), passive
Perception 7
Adaptive Hide. The flathide’s skin ripples and changes form Challenge 1 (200 XP)
in response to attacks. When the flathide takes damage and
is not incapacitated, it gains resistance to the type of the Amphibious. The clam can breathe air and water.
damage dealt. If there are multiple damage types in a single
attack, the flathide chooses one of the types at random to Actions
gain resistance to.
Snap Shut (Open Form Only). The clam quickly closes its
Camouflage. While remaining motionless, the flathide has shell. Each creature within 5 feet of the giant clam must
advantage on Stealth checks made to hide in mud. succeed on a DC 14 Dexterity saving throw to avoid being
grabbed by the shell. On a failed save, a creature takes 18
Water Breathing. The flathide can breathe only underwater. (4d8) bludgeoning damage and is grappled (escape DC 23).
Until this grapple ends, the target is restrained and takes 3
Actions (1d6) necrotic damage at the start of each of its turns. If the
target is underwater, it also starts drowning.
Multiattack. The flathide makes either two Bite attacks or one
Bite and one Slam attack. Change Form. The clam opens or closes its shell. While the
shell is open, the clam’s AC is 7 and any attack that hits the
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. clam is a critical hit if the attacker is within 5 feet of it. While
Hit: 16 (3d6 + 6) piercing damage. the shell is closed, the clam’s AC is 25, has advantage on
saving throws against other spells and magical effects, and
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. reduces all damage it takes by half.
Hit: 15 (2d8 + 6) bludgeoning damage. The target is grappled
(Escape DC 17). Until this grapple ends, the target is prone Reactions
and restrained, and the flathide can’t slam another target. If
the creature is underwater, it starts drowning. Snap Reaction. If the clam detects a hostile creature within
At the start of each of the flathide’s turns, a grappled 10 feet of it or takes damage from an attack, it can use Snap
creature takes 13 (3d8) bludgeoning damage. Shut.

Bonus Actions
Flatten. The flathide flattens its body and attempts to Hide in
lightly obscured waters.

Compendium: Anyone Can Cook


24
Gluttonous Blob Gluttonous Blob
Huge ooze, unaligned Most gelatinous cubes that escape their cavern
environment are hunted by guards or adventurers. Lucky
Armor Class 10 (natural armor) cubes that escape this fate can live, devour prey, and grow
Hit Points 115 (10d12 + 50) into a terrifying gluttonous blob. The ooze has since lost
Speed 15 ft.
its neat cubic form, instead spilling into a shapeless mess
as it roams the countryside sowing chaos.
STR DEX CON INT WIS CHA
18 (+4) 4 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5) Ravenous Hunger. The gluttonous blob consumes
everything in its path, even energy. When hit with an
Damage Resistances acid, cold, fire, lightning, thunder elemental attack, the energy swirls violently inside the
Condition Immunities blinded, charmed, deafened, blob and returns it explosively.
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Razorhorn
Challenge 9 (5,000 XP) This 10-foot tall bull is named for the pair of 5-foot long
spiral horns that grow from its head. Many hunters have
Deflect Elements. Whenever the blob takes acid, cold, fire, met their unfortunate demise at the end of their razor-
lightning, or thunder damage from an attack, spell, or effect, sharp horns. Their aggressive personality and surprisingly
roll a d6. On a roll of 3-6, the blob causes the originator of the
fast speed makes escaping their attacks very difficult.
effect to take 14 (4d6) damage of the absorbed type, provided
the originator is within 60 feet of the blob. Herd Leaders. Razorhorns tend to travel in herds
of ten to fifteen. Bulls stay to the edges of the group
Final Burst. When the blob drops to 0 hit points, it violently to protect the more vulnerable cows and calves from
explodes. Each creature within 15 feet of the blob must predators. Sometimes, bulls will fight each other to the
succeed on a DC 15 Dexterity saving throw or take 14 (4d6) death to become the next leader of the herd.
acid damage.

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.

Compendium: Anyone Can Cook


25
Relishell Shambling Mountain
These 10-foot long snails are often found among seaside Travelers who journey through swamps often tell
grottoes and caves in large groups. They are easily cautionary tales of shambling mounds - sentient piles of
identified by the thick, slippery slime trails they leave plants that engulf adventurers. Few live to tell tales of the
behind. mound’s larger brethren: the shambling mountain.
Natural Relish. A relishell produces up to ten ounces
of viable relish in their shells from bits of vegetables that Shambling Mountain
ferment inside their shells. This unique process gives Huge plant, unaligned
them a unique tangy flavor sought after by black market
dealers and chefs. Armor Class 16 (natural armor)
Magical Shells. Relishells have developed special Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.
carapaces that protect them from most harm. Years of
slime polish have made them resistant to magic, making
STR DEX CON INT WIS CHA
relishells extremely valuable to hunters who can craft 20 (+5) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
the shells into magic-resistant armor. Adventurers who
succeed on a DC 15 Survival check may obtain shell Skills Stealth +2
fragments from a dead or incapacitated relishell. Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Relishell Senses blindsight 60 ft., passive Perception 10
Large monstrosity, unaligned Challenge 9 (5,000 XP)

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.

Damage Resistance acid


Actions
Condition Immunities prone Multiattack. The shambling mountain makes two slam attacks.
Senses darkvision 120 ft., blindsight 10 ft., passive If both attacks hit the same Medium or smaller target, the
Perception 11 target is grappled (escape DC 15), and the shambling mountain
Challenge 4 (1,100 XP) uses its Engulf on it.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Magic Resistance. The relishell has advantage on saving
Hit: 18 (3d8 + 5) bludgeoning damage.
throws against spells and other effects.
Engulf. The shambling mountain engulfs a Large or smaller
Salt Susceptibility. For each handful of salt thrown on the creature it is grappling. The engulfed target is blinded,
relishell, it takes 3 (1d6) necrotic damage. restrained, and unable to breathe, and it must succeed on
a DC 15 Constitution saving throw at the start of each of the
Slime Trail. Whenever the relishell moves, it leaves behind a mountain’s turns or take 13 (3d8 + 5) bludgeoning damage.
10-foot wide trail of slippery slime that lasts for 10 minutes. If the mountain moves, the engulfed target moves with it.
Whenever a creature enters a space with slime, it must The mountain can have only one creature engulfed at a time.
succeed on a DC 14 Dexterity saving throw or fall prone.
Bonus Actions
Actions
Plant Body. The shambling mountain chooses one of the
Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one following body types and gains its benefits, which lasts until it
target. Hit: The target takes 10 (2d6 + 3) bludgeoning chooses another body type.
damage.
Thorn Body. A creature that touches the shambling mountain or
hits it with a melee attack while within 5 ft. of it takes 7 (3d4)
piercing damage.
Vine Body. A creature that touches the shambling mountain or
hits it with a melee attack while within 5 ft. of it must succeed
on a DC 15 Strength saving throw or become grappled
(escape DC 15). While grappled this way, a creature is also
restrained.
Leaf Body. The shambling mound gains a +2 bonus to its AC
and has advantage on saving throws against spells and other
magical effects.

Compendium: Anyone Can Cook


26
Snaphammer Swarm of Railstinger Bees
The snaphammer shrimp is a large crustacean hailing The railstinger is a yellow-and-black-striped bee that can
from the elemental plane of water. Its pale pink carapace grow to the size of a large rodent. They feed on the nectar
cover most of its body, revealing only bulbous black eyes of large flowers in tropical climates in enormous colonies.
and twenty wriggling legs. Its most notable feature is If provoked, they emit a deafening drone and aggressively
its 3-foot long right claw, which is capable of snapping protect their hives.
so quickly that air bubbles in the water explode in a Hive Complex. Railstingers swarms are most
brilliant burst of sound and color. This attack is capable of dangerous when encountered inside their hive. Large
stunning small fish and destroying boulders, thus earning hexagonal pockets continually ooze sticky honey and
the snaphammer its namesake. contain hundreds of railstingers. Despite this danger,
Kingly Hunters. Thanks to its large size and explosive hunters still venture into the hive for its valuable honey.
snapping strike, the snaphammer terrorizes and controls
its territory. If a rival snaphammer were to encroach, the
two fight relentlessly until one’s carapace is cracked. Swarm of Railstinger Bees
Huge swarm of small beasts, unaligned

Snaphammer Armor Class 14


Large monstrosity, unaligned Hit Points 147 (14d12 + 56)
Speed 5 ft., fly 40 ft.
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36) STR DEX CON INT WIS CHA
Speed 10 ft., swim 40 ft. 3 (-4) 18 (+4) 18 (+4) 3 (-4) 9 (-1) 1 (-5)

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.

Stingers (swarm has more than half HP). Melee Weapon


Attack: +7 to hit, reach 0 ft., up to four targets in the swarm’s
space. Hit: 21 (6d6) piercing damage, and the swarm takes
half this damage. If the target is a creature, it must succeed
on a DC 15 Constitution saving throw or become poisoned for
1 minute. While poisoned, a creature takes 13 (3d8) poison
damage at the start of each of its turns, and can repeat the
save at the end of each of its turns, ending the effect on a
success.

Compendium: Anyone Can Cook


27
Valkura
Hailing from the elemental plane of water, this mythical Valkura
lightning eel is a fierce destroyer of ships. This 30-foot Huge beast, unaligned
long eel is constantly crackling with electricity that it
uses for both hunting and protection. When hunting, it Armor Class 16 (natural armor)
discharges lightning to paralyze multiple creatures at Hit Points 123 (13d12 + 39)
Speed 10 ft., swim 50 ft.
once. When resting, it coils up and recharges with a
lightning current.
STR DEX CON INT WIS CHA
Everlasting Lightning. The valkura is often prized 20 (+5) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)
for its meat or conductive flesh, but adventurers must
take care when approaching a defeated valkura. Its body Skills Acrobatics +10, Stealth +6
still discharges lightning for up to a week after its death. Damage Immunities lightning
Those who fail an appropriate check to interact with the Senses darkvision 120 ft., passive Perception 11
valkura takes 7 (2d6) lightning damage. Challenge 10 (5,900 XP)
Scourge of the Seas. A valkura that has crossed into
Lightning Body. The valkura constantly discharges lightning
the material plane becomes deadly obstacles for marine from its body. A creature that starts its turn within 10 feet of
travelers. Its arrival is often heralded by thousands the valkura must make a DC 15 Constitution saving throw.
of dead fish floating on the surface like an ill omen, On a failed save, it takes 7 (2d6) lightning damage and is
paralyzed by the intense lightning discharge. Galleons paralyzed until the start of its next turn.
have fallen to these sea monsters, left with nothing more A creature automatically succeeds on the saving throw if
than wooden wreckage bearing mysterious burn marks. either it or the valkura is not in water.

Water Breathing. The valkura can breathe only underwater.


Valkura’s Lair
The valkura makes its home inside complex subsurface Actions
tunnels, emerging only to mate and hunt. Air bubbles are
Multiattack. The valkura makes two shock bite attacks.
rare and hunters must be prepared for a long underwater
expedition. Among hundreds of corpses and chum that Shock Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
litter the maze, carnivorous fish like piranhas and sharks one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6)
roam in search of scavenged scraps. Some valkura live lightning damage. If the target is under water, shocking
in complete darkness while others prefer the dim light of energy bursts from the valkura’s mouth and arcs to nearby
glowing crystals charged by their presence. targets. Each underwater creature within 15 feet of the target
must succeed on a DC 15 Constitution saving throw or take 7
A typical valkura’s lair comprises tunnels 1,000 to (2d6) lightning damage.
2,000 feet deep into the side of an ocean shelf. For every
100 feet of travel in the lair, adventurers may make one of Discharge (Recharge 5-6). The valkura releases a surge of
the following discoveries. lightning from its mouth. Each underwater creature in a 40
foot cone must make a DC 15 Constitution saving throw,
Valkura’s Lair taking 45 (10d8) lightning damage on a failed save or half as
much on a successful one.
d6 Goal
1d8 giant piranhas gnaw at a dead carcass and
Legendary Actions
1 wander in search for more prey. Use the reef shark The valkura can take 3 legendary actions. Only one legendary
stat block for the piranhas. action option can be used at a time, and only at the end of
another creature’s turn. The valkura regains spent legendary
2 1d4 giant sharks scavenge the area for food. actions at the start of its turn.
3 A water elemental blocks the passage forward.
Bite (Costs 2 actions). The valkura makes a bite attack.
2d4 Large lightning crystals discharge lightning in
a 15-foot radius. Each time a creature enters that Lightning Wave (Costs 2 actions). Lightning pulses from the
4
area, it must succeed on a DC 15 Constitution saving valkura’s body. Each creature within 15 feet of the valkura
throw or take 1d6 lightning damage. must succeed on a DC 15 Constitution saving throw or be
paralyzed until the end of its next turn.
The area is safe. A small trapped air bubble grants
5
oxygen and temporary reprieve.
Swim. The valkura moves up to its speed. Attacks of
A shipwreck rests in the darkness, carried here by opportunity made against the valkura have disadvantage.
6
the valkura. It contains a chest with 20d10 gold.

Compendium: Anyone Can Cook


28
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Compendium: Anyone Can Cook


29
PATREON | ARIPOCKILY

Thank you to all my patrons! This


month may be a wild theme, but it
turned out to be very fun. I hope
to explore this world even further!

Join me on Instagram, Discord, Reddit, or


Twitter and become part of the aripockily
homebrew community!

If you haven’t already, why not check out


the other compendiums?

Dec. 20 - Santa All The Way


Jan. 21 - Aripockily’s Quiver
Feb. 21 - Hitchhiker’s Guide to the Cosmos
Mar. 21 - The Rings of Power
Apr. 21 - From the Desert Sands
May. 21 - Jungles of Huapaca
Jun. 21 - Implements of the Night
Jul. 21 - Unearthed Gems
Aug. 21 - Anyone Can Cook
Sep. 21 - Animal Accoutrements
Oct. 21 - Nightmares of Dreamsend
Nov. 21 - Into the Glimmerreach
Dec. 21 - The Winter Crown
Jan. 22 - Xan Rockman’s Emporium
Mar 22 - Traveler’s Guide to the Cosmos

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