Small Humanoid, Chaotic Good
AC 13 Natural Armor    Initiative +2 (12)
HP 27 (6d6)
Speed 25 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 16 +3 +3
WIS 13 +1 +1
CHA 18 +4 +4
Skills Arcana +5, Insight +3, Persuasion +6
Gear Towering Chef Hat, Robes embroidered with gravy boats, a magical whisk holstered like a sword.
Senses Passive Perception 11
Languages Common, Elvish, Goblin
CR 1 (XP 200; PB +2)
Traits

 Culinary Expertise: Chef Creme de Corn has advantage on Intelligence (Arcana) checks related to cooking and can cast Create Food and Water once per day without expending a spell slot.

 Charming Presence: Chef Crème de Corn can cast Charm Person once per day, DC 14 Wisdom saving throw.

 

Actions

 Spicy Ladle: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) fire damage.

Flambe (Recharges 5-6): Chef Creme de Corn exhales a burst of flame in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a filed save, or half as much damage on a successful one.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

"A true artist never follows recipes. We improvise."

Crème de Corn is a flamboyant and eccentric halfling celebrity chef, self-declared “Lord of the Ladle.” He’s the most famous (and most dramatic) culinary personality in Taterhill, known for his experimental flavors and insistence that the secret gravy recipe should be preserved in his private vault, not “wasted on rustic stew peasants.” Despite his charming smile, he’s just shady enough that people suspect he might have “borrowed” the scroll for historical preservation (i.e., branding).

Appearance: Towering chef’s hat, robes embroidered with gravy boats, a magical whisk holstered like a sword.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DaedalusNyx

Comments

Posts Quoted:
Reply
Clear All Quotes