Page | 1 Delicious In Dungeon
Page | 2 Contents Basilisk ....................................................................................................................................... 3 Big Bat........................................................................................................................................ 4 Bladefish .................................................................................................................................... 5 Ghost ......................................................................................................................................... 6 Giant Frog .................................................................................................................................. 7 Giant Parasite............................................................................................................................. 8 Golem........................................................................................................................................ 9 Green Dragon (Young Adult) .................................................................................................... 10 Huge Scorpion.......................................................................................................................... 11 Kelpie....................................................................................................................................... 12 Kraken...................................................................................................................................... 13 Mermaid.................................................................................................................................. 14 Merman................................................................................................................................... 15 Mimic....................................................................................................................................... 16 Living Armor ............................................................................................................................ 17 Living Painting.......................................................................................................................... 18 Man-eating Plant ..................................................................................................................... 19 Mandrake................................................................................................................................. 20 Red Dragon .............................................................................................................................. 21 Tentacles.................................................................................................................................. 22 Treasure Insect......................................................................................................................... 23 Undine ..................................................................................................................................... 24 Walking Mushroom.................................................................................................................. 25 Warg ........................................................................................................................................ 26 Information gathered from: https://delicious-in-dungeon.fandom.com/wiki/Episodes Statistics for monsters created using Chat GPT 3.5
Page | 3 Basilisk Creature Level: 6 Perception: +10; low-light vision Skills: Athletics +15 Str +4, Dex +3, Con +4, Int -4, Wis +2, Cha -2 AC: 22; Fort +14, Ref +11, Will +9 HP: 90; Immunities: mental, precision, unconscious Weaknesses: Cold 10 Speed: 30 feet Melee beak +15 (reach 5 feet), Damage 2d10+4 piercing plus Grab Melee tail +15 (reach 10 feet), Damage 2d8+4 piercing plus 1d6 poison Special Abilities: Grab (attack) [reaction] The Basilisk makes a beak Strike. If the Strike hits, the target is automatically Grappled. Deadly Venom (poison) [one-action] The Basilisk makes a tail Strike. If the Strike hits, the target must succeed on a DC 22 Fortitude save or be paralyzed for 1 round and take 1d6 persistent poison damage. On a critical failure, the target is paralyzed for 1d4 rounds and takes 2d6 persistent poison damage. The poison can be removed with magic such as neutralize poison. Pit Organ (trait) The Basilisk can sense heat from its snake side with a pit organ, granting it blindsight (heat) 30 feet. Dual Brains (trait) Basilisks have two brains, one for the chicken portion and one for the snake portion. Attacking the Basilisk from two sides at the same time briefly confuses its body, granting a +2 circumstance bonus to attack rolls against it until the start of its next turn. Culinary Usage: Basilisk can be cooked like a chicken and tastes remarkably similar to one. Eating them raw is not recommended due to the bacteria they harbor. Basilisk eggs are also edible and when cooked in an omelet, they have a reddish-yellow appearance. They have been used in dishes such as Roast Basilisk, Mandrake and Basilisk Omelet, Mandrake Kakiage & Giant Bat Tempura, Living Armor Soup, Golem Field Fresh Veggie Lunch, and Sky Fish and Chips.
Page | 4 Big Bat Creature Level: 2 Perception: +6; echolocation Skills: Acrobatics +7, Stealth +7 Str +1, Dex +4, Con +1, Int -4, Wis +1, Cha -3 AC: 16; Fort +6, Ref +9, Will +4 HP: 30; Immunities: mental, precision, unconscious Weaknesses: Sonic 5 Speed: 20 feet, fly 40 feet (good) Melee bite +8 (reach 5 feet), Damage 1d6+1 piercing plus Grab Ranged Sonic Screech +8 (range 30 feet), Damage 1d6 sonic plus Deafen Special Abilities: Grab (attack) [reaction] The Big Bat makes a bite Strike. If the Strike hits, the target is automatically Grappled. Sonic Screech (auditory, deafen) [one-action] The Big Bat emits a powerful screech. Each creature within a 15- foot cone must succeed on a DC 14 Fortitude save or become deafened for 1 round. On a critical failure, the creature is also stunned 1 for 1 round. Echolocation (senses) The Big Bat can sense its surroundings through echolocation, granting it blindsense (sound) 30 feet. Guano Roost (trait) Big Bats tend to live in hollowed-out trees in groups. Their roosts can be identified by the presence of guano. If their roost is attacked, the bats will fly out, becoming vulnerable to attacks. Culinary Usage: Big Bats contain very few edible parts, but their meat is edible. They have been used in dishes such as Mandrake Kakiage & Giant Bat Tempura.
Page | 5 Bladefish Creature Level: 3 Perception: +9; low-light vision, scent (imprecise) 30 feet Skills: Acrobatics +10, Athletics +9, Stealth +9 Str +1, Dex +4, Con +2, Int -4, Wis +1, Cha -2 AC: 18; Fort +7, Ref +12, Will +4 HP: 45; Weaknesses: cold iron 3 Speed: swim 40 feet Melee bite +11 (agile), Damage 1d8+2 piercing plus 1d4 slashing Melee fin slash +11 (agile, finesse), Damage 1d6+2 slashing Ranged water jet +11 (range 30 feet), Damage 1d6 bludgeoning plus bull rush Special Abilities: Water Jet (water) [two-actions] The Bladefish sprays a jet of water from its mouth in a 30-foot line. Creatures in the area must attempt a DC 17 Reflex save. On a failure, a creature takes 1d6 bludgeoning damage and is pushed 10 feet directly away from the Bladefish. On a critical failure, a creature is also knocked prone. On a success, a creature takes half damage and isn't pushed. School Tactics (maneuver) [reaction] Trigger The Bladefish is targeted with an attack and an adjacent ally is also targeted by the same attacker. Effect The Bladefish uses its fin slash against the triggering attacker if the attack against the ally succeeds. Culinary Usage: Bladefish can be eaten like ordinary fish. They can be prepared using various methods such as boiling, baking, steaming, drying, smoking, or eaten raw. Bladefish have been used in dishes such as Bladefish Loaf.
Page | 6 Ghost Creature Level: 6 Perception: +13; darkvision Skills: Stealth +15, Occultism +12 Str -2, Dex +4, Con +0, Int +2, Wis +2, Cha +4 AC: 20; Fort +9, Ref +14, Will +15 HP: 90; Immunities: death effects, disease, paralyzed, poison, precision, unconscious; Weaknesses: Positive 5 Speed: 25 feet, fly 40 feet (ethereal) Melee ghostly touch +14 (reach 5 feet), Damage 2d8+4 negative plus Drain Life Ranged chilling touch +14 (range 30 feet), Damage 3d6 cold plus Chill Special Abilities: Drain Life (necromancy) [reaction] Trigger: The Ghost's ghostly touch Strike critically hits a living creature. Effect: The target must succeed on a DC 21 Fortitude save or take 4d8 negative damage and become drained 1. Chill (cold) [reaction] Trigger: The Ghost's chilling touch Strike hits a creature. Effect: The target must succeed on a DC 21 Fortitude save or become slowed 1 for 1 round. Incorporeal Movement (trait) The Ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 feet of movement to move through such a square. It can move through walls, floors, and ceilings. It must end its movement in an open space or take 5d6 force damage. Ethereal Jaunt (arcane, teleportation) [one-action] The Ghost becomes ethereal until the end of its turn, allowing it to move through objects and other creatures. It gains a +2 circumstance bonus to Stealth checks while ethereal. Culinary Usage: Ghosts are incorporeal spirits and cannot be eaten. However, they can be used to freeze food and liquids, as they are very cold. They have been used to make dishes such as Exorcism Sorbet.
Page | 7 Giant Frog Creature Level: 4 Perception: +10; darkvision Languages: None Skills: Acrobatics +12, Athletics +10, Stealth +12 Str +2, Dex +4, Con +2, Int -4, Wis +1, Cha -2 AC: 20; Fort +10, Ref +14, Will +8 HP: 65; Weaknesses: None Speed: 25 feet, swim 40 feet Melee tongue +12 (reach 15 feet), Damage 2d6+2 bludgeoning plus Grab Ranged tongue +14 (reach 30 feet), Damage 1d8+2 bludgeoning plus Grab Grab: The target is grabbed until the end of the Giant Frog's next turn. The Giant Frog can Grab up to two targets at once. Culinary Usage: Giant Frog meat is edible and can be prepared in much the same way as any meat. It has been used in various dishes like Tentacle Gnocchi, Let's Cutlet the Dragon to Pieces!, and Hamburg Steak with Changeling Sauce. Giant Frog skin has also been used to make the Frog Suit.
Page | 8 Giant Parasite Creature Level: 7 Perception: +10 Skills: Stealth +15 Str +1, Dex +4, Con +2, Int -5, Wis +2, Cha -4 AC: 22; Fort +13, Ref +17, Will +8 HP: 100; Immunities: disease, poison Speed: 20 feet, swim 30 feet Melee bite +17 (reach 10 feet), Damage 2d6+4 piercing plus Grab Constrict 2d6+4 bludgeoning, DC 22 Grab Medium or smaller creatures grabbed by the Giant Parasite are also grappled. A creature can attempt to Escape against the Grab DC to get free. Parasitic Leap (reaction) When the host creature dies, the Giant Parasite attempts to leap out and attack a creature within its reach. Trigger: The host creature dies; Effect: The Giant Parasite makes a bite attack against a nearby creature. Culinary Usage: Giant Parasites are edible after cleaning and cooking, but they should not be eaten raw due to potential parasites. They have been used in various dishes, including grilled and kabayaki-style preparations.
Page | 9 Golem Creature Level: 8 Perception: +10 Skills: Athletics +18 Str +7, Dex -1, Con +5, Int -4, Wis +0, Cha -2 AC: 24; Fort +18, Ref +8, Will +12 HP: 140; Immunities: critical hits, death effects, disease, mental, paralysis, poison, precision, unconscious Weaknesses: Acid 10 Speed: 20 feet Melee slam +20 (reach 10 feet), Damage 2d12+9 bludgeoning Ranged rock throw +15 (range 30 feet), Damage 3d10+7 bludgeoning Special Abilities: Core Control (trait) Golems are controlled by their core, which contains the essential information on their size, shape, and behavior. They follow orders as written on their cores and are extremely loyal. Core Weakness (trait) A golem can be deactivated by removing or disabling its core, as long as the core's location is known. Attacks targeting the core gain a +2 circumstance bonus to attack rolls. Golem Regeneration (reaction) [reaction] Trigger: The Golem takes damage. Effect: The Golem regains a number of Hit Points equal to its level (8). Culinary Usage: Golems are not edible, but they make excellent fields for growing crops. They maintain the perfect temperature and moisture level for crop growth and protect the crops from pests. Crops grown on Golem fields have been used in dishes such as Golem Field Fresh Veggie Lunch and Freshly Stolen Vegetables and Chicken Stewed with Cabbage Accompanied by Plundered Bread.
Page | 10 Green Dragon (Young Adult) Creature Level: 12 Perception: +20; darkvision, scent (imprecise) 60 feet Languages: Draconic, Common, Elven Skills: Acrobatics +22, Athletics +25, Intimidation +21, Stealth +24 Str +7, Dex +5, Con +6, Int +3, Wis +4, Cha +3 AC: 34; Fort +24, Ref +22, Will +22 HP: 190; Weaknesses: None Immunities: Acid, paralyzed, sleep Resistances: Poison 15 Speed: 40 feet, fly 100 feet Melee jaws +25 (reach 10 feet), Damage 3d12+10 piercing plus 1d6 acid Melee claw +25 (agile), Damage 3d8+10 slashing Melee tail +23 (reach 15 feet), Damage 3d6+7 bludgeoning Breath Weapon (acid, evocation) The dragon breathes a cloud of acid in a 60-foot line that deals 10d6 acid damage to creatures in the area (DC 30 basic Reflex save). Draconic Frenzy: The dragon makes two claw Strikes. If both hit the same target, they deal an extra 2d8 slashing damage. Draconic Presence: (aura, emotion, enchantment, fear, mental) 30 feet. Creatures in the aura become frightened 3, or frightened 1 if they succeed at a DC 30 Will save. Draconic Scales: The dragon's scales provide it with extraordinary protection. It gains a +3 circumstance bonus to AC against attacks that target its Armor Class. Culinary Usage: Green Dragon meat has been used in various dishes such as Green Dragon's Acqua Pazza and Golden Country Dragon. The flame of a Green Dragon has also been utilized in dishes like Cooked Adventuring Party.
Page | 11 Huge Scorpion Creature Level: 5 Perception: +7; darkvision Skills: Athletics +13, Stealth +10 Str +5, Dex +3, Con +4, Int -4, Wis +1, Cha -2 AC: 21; Fort +14, Ref +11, Will +8 HP: 80; Immunities: mental, precision, unconscious Weaknesses: Cold 5 Speed: 40 feet Melee pincer +13 (reach 10 feet), Damage 2d8+7 slashing plus Grab Melee stinger +13 (reach 15 feet), Damage 2d6+7 piercing plus 1d6 poison Special Abilities: Grab (attack) [reaction] The Huge Scorpion makes a pincer Strike. If the Strike hits, the target is automatically Grappled. Neurotoxic Sting (poison) [one-action] The Huge Scorpion makes a stinger Strike. If the Strike hits, the target must succeed on a DC 20 Fortitude save or be paralyzed for 1 round and take 1d6 persistent poison damage. On a critical failure, the target is paralyzed for 1d4 rounds and takes 2d6 persistent poison damage. The poison can be removed with magic such as neutralize poison. Scorpion's Reflexes (reaction) [reaction] Trigger: A creature attempts to use a manipulate action or move action within the reach of the Huge Scorpion. Effect: The Huge Scorpion makes a pincer Strike against the triggering creature. Culinary Usage: Huge Scorpions can be prepared for consumption, but certain precautions must be taken, as their innards can taste bitter and have a bad texture. The head, legs, and tail should be removed before cooking, especially the tail as it can cause diarrhea if eaten. Pickling the innards can make them suitable as beer snacks. When boiling the Huge Scorpion, scoring the body will allow it to cook better and be easier to eat, as well as enhancing the broth's flavor. After boiling, the meat turns red and shrinks slightly, making it easy to pull from the shell. They have been used in dishes such as Huge Scorpion and Walking Mushroom Hotpot.
Page | 12 Kelpie Creature Level: 6 Perception: +12; low-light vision Skills: Athletics +14, Stealth +12, Survival +12 Str +4, Dex +3, Con +4, Int -2, Wis +2, Cha +0 AC: 22; Fort +14, Ref +13, Will +10 HP: 85; Immunities: cold, paralyzed, sleep; Resistances: fire 5 Speed: 40 feet, swim 60 feet Melee jaws +16 (reach 10 feet), Damage 2d10+6 piercing plus Grab Ranged water spray +14 (range 30 feet), Damage 3d6 bludgeoning Melee hooves +14 (agile, reach 10 feet), Damage 2d8+4 bludgeoning Special Abilities: Grab (attack) The Kelpie Grabs the target of its attack, applying the Grab condition if it hits. Water Spray (water) [two-actions] The Kelpie sprays a jet of water from its mouth in a 30-foot line. Creatures in the area must attempt a DC 22 Reflex save. On a failure, a creature takes 3d6 bludgeoning damage and is pushed 10 feet away from the Kelpie. On a critical failure, a creature is also knocked prone. On a success, a creature takes half damage and isn't pushed. Aquatic Camouflage (concentrate, illusion) [one-action] The Kelpie changes its coloration to blend in with the surrounding aquatic environment, granting it a +4 circumstance bonus to Stealth checks while underwater until it moves or takes another action. Culinary Usage: Kelpie meat is edible and can be butchered much like cows. Cuts such as round, fillet, liver, plate (ribs), loin, and chuck can be obtained. These cuts are suitable for grilling. The tail is edible but tough and benefits from simmering for long periods. However, the fin is too tough to eat. The mane, made from aquatic plants, is also edible and provides a nice crunch. Kelpie has been used in dishes such as Grilled Kelpie and Tentacle & Kelpie Stew, Prepared with Undine.
Page | 13 Kraken Creature Level: 15 Perception: +25; darkvision Skills: Acrobatics +25, Athletics +29, Intimidation +26, Stealth +25 Str +8, Dex +5, Con +6, Int +2, Wis +4, Cha +2 AC: 35; Fort +27, Ref +24, Will +22 HP: 270; Immunities: disease, poison; Weaknesses: electricity 10 Speed: swim 50 feet Melee tentacle +29 (reach 20 feet), Damage 4d10+12 bludgeoning plus Grab Melee beak +31 (reach 10 feet), Damage 3d12+10 piercing plus Grab Constrict 3d12+12 bludgeoning, DC 32 Grab Medium or smaller creatures grabbed by a tentacle or the beak are also grappled and are pulled into the kraken's space. A creature can attempt to Escape against the Grab DC to get free. Spermatophore (reaction) When struck by an attack, the kraken can release a spermatophore from one of its capsules, targeting the triggering creature. Trigger: The kraken is hit by an attack; Effect: The spermatophore shoots out and attempts to hit the triggering creature with a +27 ranged attack, dealing 2d8 piercing damage and causing the target to become Frightened 2. Cartilage Protection The kraken's thick skin and cartilage layer beneath make it impervious to critical hits and precision damage. Ink Cloud (3 actions) The kraken releases a cloud of ink in a 30-foot radius centered on itself. The area becomes heavily obscured to creatures other than the kraken, providing concealment to them. The ink dissipates after 1 minute. Aquatic The kraken can breathe underwater and is unaffected by pressure. Culinary Usage: Krakens can be prepared in various culinary dishes similar to their smaller squid counterparts. However, their tentacles may have a bitter taste, requiring special preparation to mitigate.
Page | 14 Mermaid Creature Level: 6 Perception: +14; low-light vision Skills: Acrobatics +14, Deception +13, Diplomacy +13, Performance +15, Stealth +14 Str +1, Dex +4, Con +3, Int +0, Wis +3, Cha +5 AC: 22; Fort +11, Ref +16, Will +13 HP: 90; Weaknesses: cold iron 5 Speed: swim 40 feet Melee tail slap +16 (reach 10 feet), Damage 2d10+4 bludgeoning plus Grab Ranged mesmerizing song +16 (auditory, enchantment, mental), Effect The target must succeed on a DC 22 Will save or be fascinated for 1 round. On a critical failure, the target becomes confused for 1 round. This is a sonic, mental, and enchantment effect. Constrict 1d10+4 bludgeoning, DC 22 Aquatic Ambush The mermaid can attempt to Hide even when only lightly obscured by water. Alluring Presence (emotion, enchantment, mental) A creature that starts its turn within 30 feet of the mermaid must succeed on a DC 22 Will save or become fascinated for 1 round. On a critical failure, the target becomes confused for 1 round. This is a sonic, mental, and enchantment effect. Culinary Usage: Due to their humanoid appearance and resemblance to people, it is best not to consider eating mermaids. Their flesh is not commonly used for culinary purposes, and their consumption may evoke moral and ethical concerns among adventurers.
Page | 15 Merman Creature Level: 5 Perception: +11; low-light vision Skills: Athletics +12, Stealth +11, Survival +11 Str +4, Dex +3, Con +2, Int +0, Wis +2, Cha +0 AC: 20; Fort +11, Ref +10, Will +9 HP: 70; Weaknesses: cold iron 5 Speed: swim 40 feet Melee trident +13 (reach 10 feet), Damage 2d8+4 piercing Ranged javelin +13 (thrown 30 feet), Damage 2d6+4 piercing Constrict 1d8+4 bludgeoning, DC 19 Pack Tactics The merman gains a +1 circumstance bonus to attack rolls when adjacent to an ally who isn't immobilized or unaware of the attacker. Aquatic Ambush The merman can attempt to Hide even when only lightly obscured by water. Plants on Head Mermen wear aquatic plants on their heads as camouflage. These plants can be harvested and consumed. Consuming the plants grants a +2 circumstance bonus to Survival checks related to aquatic environments for 1 hour. Culinary Usage: The plants growing on Mermen's heads are edible and can be harvested for consumption. However, the practice of using Mermen in cooking is contentious due to their demi-human status. Additionally, care must be taken to remove any Mermen eggs stuck to the plants if that is a point of moral contention for individuals.
Page | 16 Mimic Creature Level: 5 Perception: +10; darkvision Skills: Stealth +15, Deception +12 Str +3, Dex +4, Con +3, Int -2, Wis +1, Cha -1 AC: 20; Fort +10, Ref +15, Will +8 HP: 70; Immunities: critical hits, precision, unconscious Weaknesses: Vulnerable to fire 5 Speed: 20 feet, climb 10 feet Melee pseudopod +15 (reach 10 feet), Damage 2d8+3 bludgeoning plus Grab Ranged adhesive spit +15 (range 30 feet), Damage 3d6 acid plus Grab Special Abilities: Grab (attack) The Mimic Grabs the target of its attack, applying the Grab condition if it hits. Adhesive Spit (acid) [one-action] Requirements The Mimic must have a creature grabbed. Effect The Mimic spits a glob of adhesive acid at the grabbed creature. This attack deals 3d6 acid damage to the target. Camouflage (concentrate, illusion) [one-action] The Mimic changes its appearance to blend in with its surroundings, granting it a +4 circumstance bonus to Stealth checks until it moves or takes another action. False Shell (morph, transmutation) [free-action] Trigger The Mimic is reduced to 0 Hit Points. Effect The Mimic turns into an object or container within its space, appearing like a normal non-mimic version of that object. Culinary Usage: Though they are not poisonous, Mimics may have poison in their system due to their diet, so it is best to remove the digestive tract before cooking. They can be cooked and eaten much like crabs, although thin tools may be needed to dig out the leg meat. The pale leg meat is flavorful and chewy, while the darker body meat is richer in taste. Mimics have been used in dishes such as Boiled Mimic and Porridge made from Grain that was just Lying Around.
Page | 17 Living Armor Creature Level: 7 Perception: +8; darkvision Skills: Athletics +15 Str +5, Dex +1, Con +4, Int -4, Wis +1, Cha -3 AC: 22; Fort +14, Ref +10, Will +8 HP: 100; Immunities: critical hits, precision, unconscious Weaknesses: Electricity 5 Speed: 25 feet Melee slam +17 (reach 5 feet), Damage 2d10+6 bludgeoning Ranged armor piece +15 (range 20 feet), Damage 2d6+4 piercing Special Abilities: Living Armor Composition (trait) The Living Armor consists of colonies of individuals that gather together, linking up their bodies and moving by contracting themselves like muscles. It can reattach any lost limbs and continue functioning. Protective Instinct (reaction) [reaction] Trigger: A creature approaches within 5 feet of the Living Armor. Effect: The Living Armor makes a slam Strike against the triggering creature. Reattach Limb (reaction) [reaction] Trigger: A limb of the Living Armor is severed. Effect: The Living Armor reattaches the severed limb. Weakness to Decapitation (trait) Cutting off the head of the Living Armor impairs its judgment and may disrupt its ability to coordinate attacks. Attacks targeting the head gain a +2 circumstance bonus to attack rolls and impose a -2 penalty to the Living Armor's attack rolls until the start of its next turn. Culinary Usage: Living Armor are similar to mollusks and can be cooked as such. However, if the helmet is cooked whole, the smell may get sealed inside and taste rather musty. They have been used in dishes such as Living Armor Dwarf-Style Stir-Fry and Living Armor Soup, Grilled Living Armor, and Steamed Living Armor.
Page | 18 Living Painting Creature Level: 7 Perception: +10 Skills: Occultism +15, Stealth +15 Str -3, Dex +3, Con +2, Int +4, Wis +2, Cha +2 AC: 22; Fort +9, Ref +15, Will +13 HP: 90; Immunities: critical hits, precision, unconscious Weaknesses: Cold Iron 5 Speed: 0 feet, fly 30 feet Melee spectral touch +15 (reach 10 feet), Damage 2d8+3 bludgeoning plus Grapple Ranged illusionary bolt +15 (range 60 feet), Damage 3d6 mental plus Confusion Special Abilities: Grapple (manipulate) [one-action] Requirements The Living Painting must have a creature grabbed in its spectral touch. Effect The Living Painting attempts to Grab the creature, applying the effects of Grab if it succeeds. Confusion (mental) [reaction] Trigger A creature is hit by the Living Painting's illusionary bolt Strike. Effect The target must succeed on a DC 22 Will save or be confused for 1 round. Incorporeal Form (trait) The Living Painting can move through other creatures and objects as if they were difficult terrain. It takes 5 feet of movement to move through such a square. It must end its movement in an open space or take 5d6 force damage. Illusionary Terrain (arcane, illusion, visual) [two-actions] The Living Painting creates an illusionary terrain within 60 feet. The terrain appears as a detailed landscape depicted in the painting, complete with buildings, trees, and other features. Creatures within 30 feet of the illusionary terrain must succeed on a DC 22 Will save or become fascinated for 1 round. The illusionary terrain lasts for 1 minute. Culinary Usage: The food depicted in Living Paintings has no culinary use whatsoever. It is impossible to bring food out of the painting, and any food consumed while in the painting will amount to nothing when out. Dishes from within the Living Painting, such as Court Cuisine: Full Course Meal, cannot be obtained for culinary usage outside the painting.
Page | 19 Man-eating Plant Creature Level: 3 Perception: +5; blindsight 30 feet Skills: Stealth +8 Str +2, Dex +4, Con +2, Int -5, Wis +1, Cha -2 AC: 18; Fort +8, Ref +11, Will +3 HP: 40; Immunities: mental, precision, unconscious Weaknesses: Cold 5 Speed: 20 feet Melee bite +10 (reach 5 feet), Damage 1d8+2 piercing plus Grab Ranged sticky fluid +10 (range 30 feet), Effect The target is automatically Grappled and pulled 10 feet closer to the Maneating Plant. Special Abilities: Grab (attack) [reaction] The Man-eating Plant makes a bite Strike. If the Strike hits, the target is automatically Grappled. Sticky Fluid (attack) [one-action] The Man-eating Plant spits a sticky fluid at a target within 30 feet. On a hit, the target is automatically Grappled and pulled 10 feet closer to the Man-eating Plant. Vine Trap (reaction) [reaction] Trigger: A creature moves within 5 feet of the Man-eating Plant. Effect: The Man-eating Plant attempts to Grapple the triggering creature with its vines. Weakness to Root Attack (trait) Attacks targeting the base of the stem near the root of the Man-eating Plant are more effective. Attacks made against this area gain a +2 circumstance bonus to attack rolls. Culinary Usage: Most of the fruits and seeds of Man-eating Plants are edible. The gelatin from inside the maneating type plant can be used as a binding agent in cooking. They have been used in dishes such as Man-Eating Plant Tart.
Page | 20 Mandrake Creature Level: 4 Perception: +5; darkvision Skills: Stealth +10 Str +1, Dex +4, Con +2, Int -4, Wis +1, Cha -2 AC: 18; Fort +9, Ref +12, Will +6 HP: 60; Immunities: mental, precision, unconscious Weaknesses: Fire 5 Speed: 20 feet Melee root fist +12 (reach 5 feet), Damage 2d6+3 bludgeoning Special Abilities: Scream (auditory, emotion, fear, mental) [reaction] Trigger: A creature pulls the Mandrake from the ground. Effect: Each creature within a 30-foot emanation must succeed on a DC 18 Will save or become frightened 1 and take 1d6 mental damage. On a critical failure, the creature becomes frightened 2 and takes 2d6 mental damage. Creatures that critically fail their saves are also stunned 1. Root Grapple (attack) [reaction] Trigger: A creature becomes within reach of the Mandrake's root fist. Effect: The Mandrake attempts to Grapple the triggering creature with its root fist. Culinary Usage: Mandrakes are edible, and their heads are considered the most nutritious and delicious part. They contain a significant amount of mana and are used in various recipes. They have been used in dishes such as Roast Basilisk (as mana herbs), Mandrake and Basilisk Omelet, Mandrake Kakiage & Giant Bat Tempura, Jack-o'-Lantern Potage and Sauteed Dryad Buds with Cheese, Stone-Baked Cockatrice and Egg Ankake, Memories of the Fifth Floor Pilaf, Ice Golem Savory Egg Custard and Cooked Fish (from in the Golem), Hamburg Steak with Changeling Sauce, and Crispy Mushroom and Egg Sandwich.
Page | 21 Red Dragon Creature Level: 11 Perception: +18; darkvision, scent Skills: Acrobatics +19, Athletics +21, Intimidation +20, Stealth +18 Str +8, Dex +4, Con +6, Int +2, Wis +4, Cha +5 AC: 30; Fort +24, Ref +21, Will +20 HP: 220; Immunities: paralyzed, sleep; Resistances: fire 15 Weaknesses: cold 10 Speed: 40 feet, burrow 20 feet Melee jaws +24 (reach 10 feet), Damage 3d10+12 piercing plus Grab and fire Melee claw +24 (agile, reach 10 feet), Damage 3d8+12 slashing Melee tail +22 (reach 15 feet), Damage 3d6+10 bludgeoning plus Grab Breath Weapon (fire, evocation, primal) [two-actions] The Red Dragon exhales a cone of fire. Each creature in the area must make a DC 29 Reflex save, taking 10d6 fire damage on a failed save, or half damage on a successful one. Firestarter (reaction) [reaction] Trigger: The Red Dragon takes fire damage. Effect: The Red Dragon gains resistance to fire 20 until the end of its next turn. Crushing Blow (attack) [one-action] The Red Dragon makes a tail Strike against a grabbed creature. If the Strike hits, the target must succeed on a DC 29 Fortitude save or be stunned 1. Magic Invulnerability (trait) The Red Dragon is invulnerable to most forms of magical attack due to its extremely strong scales. Magic cannot be used inside its stomach. Vulnerable Spot (weakness) The Red Dragon has a weak spot on the underside of its neck. A successful attack against this spot is considered a critical hit. Culinary Usage: Red Dragon meat can be roasted, and their tails boiled in soup. The meat is tough and chewy but has a rich taste and powerful aroma. Their scales can be used as baking trays. They have been used in dishes such as Red Dragon Meal and Boneless Dragon Ham.
Page | 22 Tentacles Creature Level: 4 Perception: +5; blindsight 30 feet Skills: Athletics +10 Str +4, Dex +1, Con +3, Int -5, Wis +0, Cha -3 AC: 19; Fort +12, Ref +8, Will +7 HP: 60; Immunities: mental, precision, unconscious Weaknesses: Fire 5 Speed: 10 feet, climb 10 feet Melee tentacle +12 (reach 10 feet), Damage 2d6+4 bludgeoning plus 1d6 poison and paralysis Special Abilities: Paralyzing Sting (poison) [one-action] The tentacles make a Strike. If the Strike hits, the target must succeed on a DC 18 Fortitude save or be paralyzed for 1 round and take 1d6 persistent poison damage. On a critical failure, the target is paralyzed for 1d4 rounds and takes 2d6 persistent poison damage. The poison can be removed with magic such as neutralize poison. Tangle (attack) [reaction] Trigger: A creature within reach of the tentacles critically fails a saving throw against the Paralyzing Sting. Effect: The tentacles automatically Grapple the target. Vinegar Sensitivity (trait) The tentacles are sensitive to vinegar. When vinegar is poured on them, they have a 50% chance to be stunned for 1 round. If the tentacles are of the Ivy Tentacles variety, pouring vinegar on them prevents their Paralyzing Sting for 1d4 rounds. Sticky Texture (trait) The tentacles are sticky in texture, imposing a -2 circumstance penalty to escape from their Grapple. Culinary Usage: Tentacles can be used in various dishes as described in their culinary usage section. They can be eaten raw or cooked, providing sustenance similar to a root vegetable.
Page | 23 Treasure Insect Creature Level: 5 Perception: +8; darkvision Skills: Stealth +13 Str +0, Dex +4, Con +2, Int -4, Wis +1, Cha -2 AC: 20; Fort +10, Ref +14, Will +8 HP: 75; Immunities: critical hits, paralysis, precision, unconscious Weaknesses: Cold 5 Speed: 30 feet, climb 20 feet Melee bite +13 (reach 5 feet), Damage 2d8+4 piercing plus Paralysis Ranged swarm +13 (range 20 feet), Damage 2d6+4 piercing plus Paralysis Special Abilities: Swarm (concentrate, swarm) [one-action] The Treasure Insects swarm over their enemies. They make a swarm Strike. Paralysis (poison) [reaction] Trigger: The Treasure Insect hits with a bite Strike. Effect: The target must succeed on a DC 18 Fortitude save or become paralyzed for 1 round. Culinary Usage: Treasure Insects are considered a gourmet treat in some regions, as it is believed to be good luck to eat them due to their resemblance to actual treasure. They are very nutritious and flavorful. Removal of Pearl Centipede legs prior to cooking is recommended, as they are said to feel unpleasant in the mouth. Treasure Insects have been used in dishes such as Naturally Delicious Treasure Insect Snacks, Special Interfaith Holy Water, and Exorcism Sorbet.
Page | 24 Undine Creature Level: 8 Perception: +14; darkvision Languages: Aquan, Common Skills: Acrobatics +16, Athletics +15, Stealth +16 Str +3, Dex +4, Con +2, Int -2, Wis +2, Cha +0 AC: 24; Fort +14, Ref +18, Will +12 HP: 120; Immunities: precision, mental; Resistances: bludgeoning 5, piercing 5 Weaknesses: fire 5 Speed: 25 feet, swim 40 feet Melee water jet +18 (reach 30 feet), Damage 3d8+4 bludgeoning plus Undine Jet Ranged water jet +20 (range 60 feet), Damage 3d6+4 bludgeoning plus Undine Jet Undine Jet: Undine's water jets have significant force, potentially knocking creatures back. On a critical hit, the target must succeed on a DC 22 Fortitude save or be knocked back 10 feet. Aquatic Camouflage: While submerged in water, an undine gains a +4 circumstance bonus to Stealth checks to Hide. Blood Detection: If an undine absorbs any colored liquid (such as blood), it can be detected, appearing the same color. Vicious Assault: When angered, undines attack far more viciously. They gain a +2 circumstance bonus to attack rolls and deal an additional 2d6 damage with their water jet attacks. Fire Vulnerability: Undines are vulnerable to fire damage. They take 5 additional fire damage from all sources. Culinary Usage: Undines are high in magical energy and can be consumed in an emergency to replenish one's magical energy. However, their magical energy is difficult to absorb, with the majority excreted by the body. They have been used in dishes like Tentacle & Kelpie Stew, Prepared with Undine.
Page | 25 Walking Mushroom Creature Level: 1 Perception: -2; blindsense (vibration) 30 feet Skills: Stealth +5 Str -1, Dex +3, Con +0, Int -4, Wis -2, Cha -4 AC: 15; Fort +2, Ref +7, Will -1 HP: 12; Immunities: mental, precision, unconscious Weaknesses: Fire 5 Speed: 25 feet Melee slam +5 (reach 5 feet), Damage 1d4 bludgeoning Special Abilities: Spore Release (aura) [reaction] Trigger: A creature moves within 5 feet of the Walking Mushroom. Effect: The Walking Mushroom releases spores in a 10-foot emanation. Creatures within the area must succeed on a DC 12 Fortitude save or become slowed 1 for 1 minute. On a critical failure, the creature also becomes enfeebled 1 for 1 minute. Anchor Filaments (trait) The Walking Mushroom can extend filaments from its feet to anchor itself to the dungeon floor, preventing it from being pushed or moved against its will. Weakness to Vertical Cuts (trait) Vertical cuts are more efficient at dispatching Walking Mushrooms. Attacks made with slashing weapons that deal vertical damage gain a +1 circumstance bonus to attack rolls against Walking Mushrooms. Culinary Usage: Not all species of Walking Mushrooms are edible, and it can be difficult to differentiate between those that are and those that are not. When preparing Walking Mushrooms, the outer three inches of the body and the rear should be discarded as the texture is not pleasant. However, the feet are edible and should be kept. They have been used in dishes such as Walking Mushroom Soup and Huge Scorpion and Walking Mushroom Hotpot.
Page | 26 Warg Creature Level: 5 Perception: +10; low-light vision, scent (imprecise) 30 feet Languages: None Skills: Acrobatics +10, Athletics +14, Stealth +10 Str +4, Dex +3, Con +4, Int -4, Wis +2, Cha -2 AC: 21; Fort +14, Ref +12, Will +8 HP: 80; Weaknesses: None Speed: 40 feet Melee jaws +16 (reach 5 feet), Damage 2d8+6 piercing Melee claw +16 (agile, finesse), Damage 2d6+6 slashing Pack Tactics: Wargs gain a +1 circumstance bonus to attack rolls for each ally threatening the same creature. Group Pounce: When a Warg with this ability uses the Strike action, if it hits a target, all other Wargs in the same group can Stride and make a Strike against the same target. Culinary Usage: There is no known culinary usage for Wargs.