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Published by goroiamanuci, 2023-08-01 10:41:04

The monster menu_compressed

The monster menu

Over 100 spectacular monster meals with tempting benefits and mischievous side effects Dave Panfilo the MONSTER MENU


1 The Monster Menu Chefs, rangers, and Dungeon Masters rejoice! Whether you’re looking to serve up a trophy platter of chimera tongues, an irresponsible manticore fondue, or a morally repugnant (but orally delicious) unicorn kebab, this codex has you covered. These are campfire meals, not fancy restaurant fair, so everything’s on the table: powerful magical benefits, treacherous side effects, and an array of taste and texture sensations that will send you to the culinary Far Realm. You’ll find some simple advice for implementing the Monster Menu with your players under the Making a Meal of It! and Which Creatures Are Edible? headings. Then you’ll encounter the main course; well over 100 unique monster meal entries for your table to discover to their delight and chagrin. Finally, this supplement ends with a small assortment of magic items and variant rules designed to add flexibility to the menu proper. Table of Contents The Main Course . . . . . . . . . . . . . . . . . . . . . 2 A (Aboleth Eye Spit-roast) . . . . . . . . . . . . . . . 2 B (Basilisk Tail Curry) . . . . . . . . . . . . . . . . . . 2 C (Carrion Crawler Blood Pudding) . . . . . . . . . . 3 D (Demons) . . . . . . . . . . . . . . . . . . . . . . . 5 D (Devils) . . . . . . . . . . . . . . . . . . . . . . . . . 6 E (Empyrean Chops) . . . . . . . . . . . . . . . . . . 9 F (Faerie Dragon, Fried) . . . . . . . . . . . . . . . .10 G (Giants) . . . . . . . . . . . . . . . . . . . . . . . . 10 H (Hags) . . . . . . . . . . . . . . . . . . . . . . . . .12 I (Intelloect Devourer Paella) . . . . . . . . . . . . .13 K (Kraken Siphon Rings) . . . . . . . . . . . . . . . 13 L (Lamia Lips) . . . . . . . . . . . . . . . . . . . . . .13 M (Manticore Fondue) . . . . . . . . . . . . . . . . .13 N (Naga Frill, Smoked) . . . . . . . . . . . . . . . . .14 O (Oozes) . . . . . . . . . . . . . . . . . . . . . . . . 15 P (Pegasus Feet) . . . . . . . . . . . . . . . . . . . . 16 R (Rakshasa Brisket) . . . . . . . . . . . . . . . . . .17 S (Slaadi) . . . . . . . . . . . . . . . . . . . . . . . . 18 T (Tarrasque Syrup) . . . . . . . . . . . . . . . . . . 19 U (Umber Hulk Brain Scallops) . . . . . . . . . . . .19 W (Water Weird Nuclei Pie) . . . . . . . . . . . . . .19 X (Xorn, Milk-Poached) . . . . . . . . . . . . . . . . 20 Y (Yugoloths) . . . . . . . . . . . . . . . . . . . . . . 21 Magic Items . . . . . . . . . . . . . . . . . . . . . . . .21 Variant Rules . . . . . . . . . . . . . . . . . . . . . . . 22 Design Postmortem . . . . . . . . . . . . . . . . . . . .22 Credits Written and Produced by Dave Panfilo Illustrated by Samantha Stahlke and Yan Tamba Cover Art by Samantha Stahlke Art Direction by Dave Panfilo and Jonathan Ying Making a Meal of It! There are other supplements on the DMs Guild and elsewhere which focus on reaping the commercially valuable parts of slain creatures, but the Monster Menu is only concerned with the consequences of eating them: • The act of harvesting, preparing and eating a serving of a monster as a meal may take place over the course of one short rest unless otherwise noted. At least one participant in the rest must be proficient with a cook’s utensils. • One serving of a monster meal feeds one Medium or smaller creature for one day and provides nutrition comparable to a normal ration unless otherwise noted. • Monsters spoil after 24 hours, unless preserved for 1 week by a Survival check against a DC equal to the entry’s Knowledge check DC. Eating a spoiled monster simply poisons the consumer for 8 hours and has no other effects unless specifically noted. • If a creature was disintegrated, incinerated, or otherwise had its edible parts totally destroyed, then they cannot be eaten. • Any effect which removes the Downsides of a monster meal also removes its Benefits, and vice versa. Which Creatures Are Edible? While most monsters in Dungeons & Dragons have some edible components, there are many constructs, elementals, and undead that couldn’t be eaten by a typical adventurer. Likewise, some creatures would have been redundant to include, and are folded into other entries. Finally, intelligent humanoids were excluded both because their bodies are typically mundane, and in order to minimize certain ethical questions. Eating a vampire might make turn you into a spawn, and eating a werebear might give you lycanthropy, but those questions are outside the scope of this menu! As always, intrepid DMs and players will no doubt add their own entries for monsters unique to their campaign. Naturally, entries can be removed or altered if anything about them makes any player uncomfortable. Don't interrogate a player if an entry makes them too squeamish to play. Just change it and move on! All that said, if perchance this supplement manages to reach Gold best-seller status on the DMs Guild, I’ll produce a sequel featuring creatures from Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes! And if all this piques your appetite, check out my mailing list for a free copy of my first DMs Guild outing, Gold Bestseller Last Stand: A Worthy Death. But enough ado; let's dig in...


2 The Main Course Here we are; the entrÉes. I hope your party has an appetite! Each entry in the menu follows the form of the example below: Monster Meal Name Flavor text. A brief summary of the... "experience" of preparing and eating the monster in question. Benefits. All the positive effects of eating this monster, including any necessary checks or actions to activate them. Downsides. All the unfortunate effects of eating this monster, including any possible checks or actions to avoid them. Servings. The number of meals yielded by a typical kill of this monster. Knowledge. The knowledge ability check used to learn of these details before you eat the monster. Rangers have advantage on this check. Unique or extraplanar monsters inflict disadvantage. Aboleth Eye Spit-roast The dull, mucous-blue eyes of an Aboleth can be spitroasted to aberration perfection, or popped raw for a snack that is guaranteed to remove your appetite for the rest of the adventuring day. Benefits. For 8 hours after eating, you can breathe both air and water and are immune to the charmed condition. Downsides. 8 hours after the meal, you can breathe only water for 1 hour. Servings. 3 Knowledge. Arcana 15 Angel Wings How could you? The wing-meat of an angel tastes like wine-soaked pork, with devas tending a bit too dry, planetars tending a bit too gamey, and solars being a guaranteed buttery delight. Benefits. Eating a deva grants the ability to cast detect evil and good at will for 24 hours. Planetars grant this ability, plus the power to identify all outright lies you hear, both for a duration of 3 days. Solars grant both of these powers, and also resistance to radiant and necrotic damage, all for a duration of 7 days. Downsides. For 1 year after eating an angel, you bear an invisible mark on your forehead that represents the deed. This mark can be seen only by clerics or paladins of 5th level or higher. Servings. 2 Knowledge. Religion 15 (Deva), 18 (Planetar), 22 (Solar) Ankheg, Almond Breaded It’s a delicate affair to eat ankheg flesh without encountering a gout of acid, but those who do report that it has an almost cidery aftertaste, and goes well with almonds for texture. Benefits. After eating, roll a DC 12 Constitution saving throw. If you succeed, you gain perfect knowledge of the slain ankheg’s tunnel network. Downsides. If you fail the save, your underbelly feels especially tender, and all hits against you while you are prone are critical for the next 8 hours. Servings. 4 Knowledge. Nature 11 Basilisk Tail Curry The tail of a basilisk is far enough from its inherently magical eyes to avoid any danger of post-mortem petrification. Unfortunately, it’s bland fair without appropriate spices or desperation. Benefits. For 24 hours, beasts and monstrosities which fear the scent of a basilisk will confuse you for one while within 30 feet, and will avert their eyes from you when able. Downsides. For 24 hours, you are stunned for 1 minute any time you look directly at your reflection in a mirror Servings. 3 Knowledge. Arcana 12 Behir Gizzard


3 Behir Gizzard The neck meat and power glands of a full-grown behir can be treated much like eel in their preparation. Starch and sweetness help to bring out their underlying umami flavor. Benefits. You gain immunity to the next three instances of lightning damage you take. Downsides. When you mark off the final use of your immunity Benefit, you gain vulnerability to the next instance of lightning damage you take. Servings. 6 Knowledge. Arcana 16 Beholder Nerve Pasta The nerve cluster behind a beholder’s central eye can be boiled and drained like a fine pasta. The color and flavor of each strand corresponds to one of its eye rays: 1. Tangy orange: Charm Ray 2. Lemon & lime: Paralyzing Ray 3. Cinnamon syrup: Fear Ray 4. Cherry coffee: Slowing Ray 5. Sugared ginger: Enervation Ray 6. Grape essence: Telekinetic Ray 7. Butterscotch root: Sleep Ray 8. Guarana paste: Petrification Ray 9. Kola: Disintegration Ray 10. Fermented kola: Death Ray Benefits. For 24 hours, you are immune to all magic, including helpful magic. Reduce this duration to 1 hour for a spectator. This meal spoils after 1 hour, and cannot be preserved! Downsides. After the Benefits wear off, roll 1d10. The first creature you look at is subject to the beholder eye ray that corresponds to the number rolled. If you don’t look at any creature for 1 minute, you are subject to that eye ray effect instead and automatically fail your saving throw. For a spectator, always use Confusion Ray. Servings. 1 Knowledge. Arcana 18 (Beholder), 12 (Spectator) Blight Blood Salad One of the most deceptively delectable creatures in all the planes, the blood-rich vine-leaves of a blight evoke the best of marinated artichokes even when prepared by an amateur. Benefits. You regain 1d4 hit points. Downsides. Other blights can smell the blood on your breath from 120 feet away for 8 hours. Servings. 4 Knowledge. Religion 10 Blink Dog, Rustic The flanks of a blink dog make for a lean steak, and its ribs can be used as the base for a healthy stew. Either way, it’s a hearty meal that is sure to attract any nearby displacer beasts. Benefits. The next 10 times you roll a d20, you must teleport up to 20 feet to a space you can see. You must teleport at least 10 feet each time if you are able. Downsides. Once during the Benefits, the Dungeon Master may override your choice of destination and instead teleport you to the most unfortunate location within 20 feet. Servings. 4 Knowledge. Nature 11 Bulette Snout The redundant sinus cavities of a bulette can be cleaned and served as a stand-in for sweetbreads, though their almost unbearable richness makes them an acquired taste. Benefits. You gain 60 feet of tremorsense for 3 days. Downsides. Roll a DC 13 Wisdom saving throw. If you fail, all your senses are limited to 60 feet for the next 24 hours. Servings. 5 Knowledge. Nature 13 Carrion Crawler Blood Pudding Alas, the blood of a carrion crawler carries both the flow of venom to its tentacles, and the flow of micro-barbed insectoid sweat to its countless feet. At least it makes for a rustic pudding. Benefits. For 1 hour, you may climb difficult surfaces — including upside down on ceilings — without needing to make an ability check. During this time, your climb speed increases to at least 15 feet. Downsides. You must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Servings. 8 Knowledge. Nature 11 Chimera Tongue Buffet Each tongue of a slain chimera makes for a separate meal. While the dragon’s leaves a lengthy ashen aftertaste, the lion’s and ram’s would blend in among any undiscerning peasant dish. Benefits. The dragon’s tongue grants fire resistance for 8 hours, the lion’s tongue grants advantage on saving throws against being frightened for 8 hours, and the ram’s tongue grants advantage on Constitution saving throws for 8 hours. Downsides. Chimera flesh grants no nutrition, and inflicts disadvantage on Persuasion checks for 8 hours. Servings. 3 (1 of each tongue type) Knowledge. Arcana 13


4 Chuul Claw Toast The clawmeat of a chuul resembles dark green crab, and makes a surprisingly light centerpiece for some toast or mixed vegetables. It’s best served raw, as its latent poison wards off disease. Benefits. You are resistant to poison damage and immune to the poisoned condition for 8 hours. Downsides. You automatically fail any saving throws against paralysis during this time. Servings. 2 Knowledge. Arcana 12 Cloaker Tea The phantom gland situated along a cloaker’s semi-fluid spine can be easily decocted into a tea that tastes of bitter grenadine. Do not look at the dead cloaker once you have finished the meal. Benefits. For 8 hours, you immediately identify all illusory effects and false appearances which you can see within 60 feet. Downsides. For the next 8 hours, you have disadvantage on attack rolls and Wisdom (Perception) checks based on sight while in bright light. Servings. 1 Knowledge. Arcana 14 Cockatrice, Crispy A cockatrice thigh makes for a surprisingly satisfying snack. Like a game hen wreathed in lizard skin, the meat is at once crispy and succulent, and can be cooked over any open campfire. Benefits. For the next 24 hours, your voice can reach up to five times its normal volume. Downsides. For the first 8 hours, you may not whisper. Servings. 2 Knowledge. Nature 10 Couatl Bone Broth The marrow from a couatl’s ribs can be drained for a sour bisque, or sucked out raw by more pioneering explorers. The feathers make for beautiful plating, to boot. Benefits. For 8 hours, you are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location. Downsides. If you take any psychic or radiant damage during this time, the Benefits immediately end, and you fall unconscious for 1 round. Servings. 4 Knowledge. Religion 12 Cyclops, Hill Giant, & Ogre: Fillet Gigantique The regulars of giant-kin each yield a beef-like rump or shoulder in proportion to their massive frame. Bloody and smacking of iron, the meat must be sliced thin or it’ll take days to cook. Benefits. If smoked and eaten over the course of a long rest, ogre meat grants advantage on Strength checks and saving throws for 24 hours after eating. Cyclops and hill giant meat confer the same effect for 7 days. Downsides. You have disadvantage on the first Wisdom saving throw you make during the Benefits. Servings. 12 (Cyclops, Hill Giant), 4 (Ogre) Knowledge. History 12 Darkmantle Pitas The “core” of a darkmantle has no equivalent in other creatures, even among the cephalopods it superficially resembles. Like a hollow oily mushroom, it makes a wonderful edible bowl. Benefits. You gain 60 feet of echolocation-based blindsight for 8 hours. Downsides. Eating more than one darkmantle in 24 hours results in losing your lunch and taking 1d8 poison damage instead of gaining the Benefits. Servings. 1 Knowledge. Arcana 11 Chimera Tongue Buffet


5 Demons The effects of consuming demon flesh are as tempestuous as the dangers of the Abyss. When a creature finishes a meal of demon, they roll 1d20. On a roll of 5 or lower, they receive only the Downsides. On a roll of 16 or higher, they receive only the Benefits. On any other roll, they receive both. Dead demon flesh only remains on a plane other than the Abyss for more than 1 hour if it is immediately preserved with residuum salt. Otherwise, it fades into extraplanar steam along with the rest of the carcass. Balor Heart The sulfurous heart of a balor lord still beats until every last ounce of it is destroyed. It burns careless fingers, and sears careless tongues. Benefits. You gain immunity to fire damage for the next 7 days. For the first 24 hours, you also gain a fire aura: at the start of your turn, each creature within 5 feet of you takes 3d6 fire damage. Any creature which hits you with a melee attack during your fire aura while within 5 feet of you takes 3d6 fire damage as well. Downsides. For the next 7 days, you explode when reduced to 0 hit points. This instantly kills and disintegrates you, and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 20d6 fire damage on a failed save, or half that much on a successful one. Unless magically chilled, this meal deals 3d6 fire damage to you before the Benefits kick in. Servings. 1 Knowledge. Religion 21 Barlgura Knuckle Sandwich Veteran paladins call barlgura knuckles “the snack that punches back”. Patient eaters must pick shards of fiendish cartilage out of their teeth as they chew through the oaky gristle. Soften it with some bread and tomato. Benefits. For 24 hours, your long jump is up to 40 feet, and your high jump is up to 20 feet when you have a running start. Downsides. You feel compelled to keep visible trophies from foes you defeat, no matter how inappropriate, for the next 7 days. Servings. 6 Knowledge. Religion 13 Chasme Vindaloo A chasme’s enormous stinger contains a sliver of soft, spicy flesh that can be chopped and mixed with rice and potatoes. Alas, the empty needle makes a poor drinking horn. Benefits. For the next 24 hours, you cannot have your hit point maximum reduced by damage, and you are immune to a chasme’s Drone feature. Downsides. You take 3d6 necrotic damage after finishing the meal. Servings. 3 Knowledge. Religion 13 Dretch Ears, Scorched Most of the prep-time for a dretch ear comes from removing a shocking quantity of the potentially lethal wax. Afterwards, it’s easy enough to skewer the chewy pair and roast them over an open flame. Benefits. For 8 hours, you have advantage on any saving throw against a gas-based effect, such as a poison cloud or a burst of spores. Downsides. Once during the next 8 hours, the Dungeon Master may inflict the poisoned condition on you for 1 round. Servings. 2 Knowledge. Religion 10 Glabrezu Liver, Chopped The sour white liver from a felled glabrezu must be eaten whole in order to accept its postmortem “deal”. Unlike other monsters, the demon will volunteer these details if asked. Benefits. You gain 120 feet of truesight for 24 hours. Downsides. You truly believe all lies you hear or read for the next 24 hours. Servings. 2 Knowledge. Religion 15 Goristro Tripe Do not gaze long into the guts of a goristro. Sure, they’re an unparalleled casing for some oversized tripe, but the intestines seem to rearrange as one watches, even while being cooked. Benefits. For the next 7 days, you deal double damage to objects and structures. Also during this time, you can perfectly recall any path you have ever travelled. If you are a minotaur, the latter Benefit is permanent. Downsides. For 3 days, you cannot speak or write any language other than Abyssal. This Downside does not teach you how to speak or write Abyssal. Servings. 8 Knowledge. Religion 19 Hezrou Cracklins The chitin-excreting skin of a hezrou can be fried or charred into a kind of rarefied cracklin. It shrinks hilariously in the process, and leaves its consumer with a disastrously oily complexion. Benefits. You are immune to a hezrou’s Stench feature for 1 year, and you immediately gain 6d10 temporary hit points. Downsides. For the next 8 hours, while you don’t have temporary hit points, you are poisoned. Servings. 1 Knowledge. Religion 14


6 Marilith Spine Shots The vertebrae joining the shoulders of a marilith each contain a special reservoir of spinal fluid used to drive the demon’s ceaseless retaliations. Puncture the top, and take a shot of the warm crystaline juice! Benefits. Make a DC 17 Intelligence saving throw. If you succeed, then for the next 3 days you can take one reaction on every turn in initiative. Downsides. If you fail, you immediately gain a point of exhaustion. Either way, you gain one additional point of exhaustion every 24 hours for the next 3 days. Servings. 2 Knowledge. Religion 18 Nalfeshnee Kidneys, Baked The sickly sweet kidneys of a nalfeshnee are far more numerous and intricate than their infernal diet would imply. It is theorized that they are used to filter something more esoteric, like hope. Benefits. For 24 hours, you have advantage on saving throws against light-based spells and effects, such as sunbeam, purely visual illusions, and prismatic wall. Downsides. The first time you fail a saving throw during the next 24 hours, you are frightened until the end of your next turn. Servings. 7 Knowledge. Religion 17 Quasit, Pub Style A quasit can be pressed or roasted whole and eaten by hand, much like a bullfrog. They smack of peppers, and only need a bit of salt or citrus to make passable bar food (aside from the face). Benefits. You become invisible for 1 hour, or until you cast a spell or make an attack. Downsides. After 1 hour or when the invisibility ends, you take 2d4 poison damage. Servings. 1 Knowledge. Religion 11 Vrock, Blackened These nightmarish vulture devils taste appropriately like carrion. Comparable only to the most hideous fermented meats of the material plane; charr them and hold your nose. Benefits. For the next 7 days, you have advantage on Perception and Investigation checks to find or appraise valuable goods. Downsides. For 7 days, you cannot willingly trade, give away or abandon anything worth 1 gp or more unless you receive something of greater value in return. Servings. 2 Knowledge. Religion 13 Yochlol Batter The impressively incoherent remnants of a yochlol make a decent batter for fried or baked crisps. With a spicy aftertaste and a satisfying crunch, it’s a pity they’re such a chore to source. Benefits. You ignore difficult terrain, as well as movement restrictions caused by webbing or slippery surfaces, for the next 24 hours. Downsides. You gain no nutrition from this meal, and are vulnerable to poison damage for 8 hours. Servings. 5 Knowledge. Religion 15 Devils Each devil’s blood contains traces of its intrinsic status in the infernal hierarchy. Every devil meal also includes the Benefit of Devil’s Sight; 120 feet of darkvision that is not impeded by magical darkness, with the same duration as the entry’s Benefits. On the flip side, all devil flesh also inflicts the Downside of Infernal Obedience; you are charmed by the devil directly in charge of the consumed devil for the same duration as the entry’s Downsides. Dead devil flesh only remains on planes outside the Nine Hells for more than 1 hour if it is immediately preserved with residuum salt. Otherwise, it fades into extraplanar steam along with the rest of the carcass. Balor Heart, Whole


7 Barbed Devil Couscous Not unlike a puffer fish, barbed devil meat is precarious to prepare but easy to eat. Naturally salty and rich, pair it with a bed of fine grains. Oh, and keep a barb as a toothpick! Benefits. For the next 8 hours, at the start of each of your turns, you deal 1d10 piercing damage to any creature you are grappling or which is grappling you. Downsides. For 24 hours, Medicine checks targeting you or made by you have disadvantage. Servings. 4 Knowledge. Religion 13 Bearded Devil, Pan-seared The tendrils of a bearded devil’s namesake are greasy enough to provide their own cooking oil. Some flour can help add a snap to their sear, and take one’s mind off the rest of their texture. Benefits. For 8 hours, you cannot be frightened while you can see an allied creature within 30 feet of you. Downsides. For 1 hour after eating, any hit points you regain are halved (rounded up). Servings. 8 Knowledge. Religion 12 Bone Devil, Shucked Bone devils have both an exoskeleton and an endoskeleton, so the poison sac inside their stinger is the only remotely edible part of their body. Any flavor is eclipsed by numbness. Benefits. The next time you finish a long rest, you gain poison resistance and become immune to the poisoned condition for the next 7 days. Downsides. You immediately take 5d6 poison damage. Until you finish a long rest, you automatically fail death saving throws. Servings. 1 Knowledge. Religion 15 Chain Devil Dogs Whichever part of a chain devil is most lacerated after combat can be rolled and cooked as if it were relatively mundane hog meat. Its smell, however, always reminds you of past regrets. Benefits. For 24 hours, you may break any opponent’s grapple or escape any metal bindings with a bonus action on your turn. Downsides. You automatically fail your first saving throw against being frightened during the next 24 hours. Servings. 4 Knowledge. Religion 14 Erinyes Sauté The wing meat of an erinyes has a whiskey-esque kick, and practically falls apart on the fork after just a quick sauté. Don’t use their plate mail as plating, it gets far too hot. Benefits. For the next 8 hours, your weapon attacks are magical and deal an additional 3d8 poison damage on a hit. Downsides. The first time a lesser restoration or similar magic is used on you in the next 8 hours, it removes the Benefit of this meal instead of any other effect. Servings. 2 Knowledge. Religion 16 Horned Devil Spice The thumb, index finger, and pinky claw of a horned devil’s right hand (not the left!) can each be burnt to a husk and then eaten as crushed heat-seasoning on more traditional faire. Benefits. For 8 hours, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. Downsides. For the next 8 hours, your maximum hit points are reduced by 18. Servings. 3 Knowledge. Religion 16 Ice Devil Eyescream The faceted eyes of an ice devil create hundreds of tiny pops on the tongue as one chews through the bitter, semi-frozen ichor. A dusting of powdered sugar takes the edge off, and some blueberries can work miracles. Benefits. Choose cold, fire, or poison damage. You gain immunity to that damage type for the next 24 hours. Downsides. For 24 hours, you gain vulnerability to the two damage types you did not choose as a Benefit. Servings. 2 Knowledge. Religion 17 Imp, Whole Roasted Imps can be skewered through their torso and twirled over an open flame like a streetmeat scorpion. Like all fiends, their body is much more vulnerable to fire once they’re deceased. Benefits. Imps grant Devil’s Sight for 1 hour, but no other Benefits. Downsides. Choose a member of your party. You are charmed by them for 1 hour. Servings. 1 Knowledge. Religion 11


8 Pit Fiend Haggis The black left lung of a true pit fiend is the source of countless life-shattering lies and even darker promises fulfilled. Tar. Ammonia. Filth. An aftertaste like a child’s guilt. Benefits. For the next 7 days, any creature hostile to you that starts its turn within 20 feet of you must make a DC 21 Wisdom saving throw, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, it is immune to your fear aura for the next 24 hours. Downsides. For 8 hours, you cannot regain hit points. Servings. 1 Knowledge. Religion 21 Spined Devil Caviar “Sharp fiend” is practically its own category of cuisine! Finding the “good spines” can take the better part of the hour, but they’re filled with a delicious sort of saline corn. Benefits. The first time you would provoke an opportunity attack within the next 8 hours, you don’t. Downsides. The second time you provoke an opportunity attack within the next 8 hours, it has advantage. Servings. 5 Knowledge. Religion 11 Displacer Beast Hash At the base of a displacer beast’s tentacles, the clusters of nerves and tendons can be cut away and hashed along with some salt and starch to form a rustic breakfast or watch-duty snack. Benefits. For the next 8 hours, every time you make a saving throw to take only half damage from an effect, you instead take no damage on a success, but still take full damage on a failure. If you already have a similar feature, you may choose which feature to apply. Downsides. For 24 hours, you automatically fail any ability checks or saving throws to recognize illusions. Servings. 2 Knowledge. Arcana 12 Doppelganger Surprise The taste of a shapechanger is variable and disturbing, one moment reminiscent of overdone scallops and the next supple veal. Some call the act of eating one “omnicannibalism”. Benefits. For the next 1 hour, you may use your action to polymorph into a Small or Medium humanoid you have seen, or back into your true form. Your statistics, other than your size, are the same in each form. Any equipment you are carrying isn’t transformed. You revert to your true form if you die or run out of time. Downsides. For 8 hours, you have disadvantage on all saving throws against being charmed. Servings. 4 Knowledge. History 14 Ice Devil Eyescream


9 Dragon Core Dragons are engines of destruction so powerful as to have made a name for themselves in nearly every mythos across every material plane. While a slain dragon might yield tons of meat, only its “second heart” — the arcanovalve — a unique magical organ that fuels its breath weapon, makes for a potent monster meal. With veins matching the color of its armored scales, this coiled organic dynamo contains true draconic power. Benefits. A dragon’s color is what determines the damage type resisted, and its taste. Color Resistance Flavor Black Acid Pear cider vinegar Blue Lightning Ozone and licorice Green Poison Rotting wasabi Red Fire Smoke and habañero White Cold Curdled cream Brass Fire Caramelized onions Bronze Lightning Ozone and pesto Copper Acid Burnt garlic Gold Fire Truffle oil Silver Cold Maple syrup Shadow Necrotic Absolutely nothing Downsides. Upon finishing the meal, you take damage equal to half of the slain dragon’s breath weapon damage. This damage cannot be reduced or avoided, except by having made a successful Knowledge check prior to eating the arcanovalve. Servings. 1 Duration and Knowledge. The Benefit’s duration and knowledge check DC vary by a dragon's age. A successful Intelligence (Arcana) check yields damage type, duration, and safety from the Downsides. Age Duration Knowledge DC Wyrmling 24 hours 12 Young 7 days 15 Adult 60 days 18 Ancient Permanent 21 Dragon Turtle Bisque Yes, it still technically counts as a bisque. No, you can’t really tell the difference. Yes, it counts as eating a Dragon. No, it doesn’t have an arcanovalve. Yes, it can self-steam. No... Benefits. You gain the ability to breathe both air and water for 1 year. Downsides. It’s very filling. Your speed is reduced by 10 feet for 8 hours. Servings. 10 Knowledge. Arcana 19 Drider Ichor Oats Each leg of a drider contains enough ichor to make a porridge of infamous consistency. Oats can mitigate the mouthfeel, but only a sinful amount of sugar can hope to offset the repulsive taste. Benefits. For 24 hours, you may climb difficult surfaces — including upside down on ceilings — without needing to make an ability check. During this time, your climb speed increases to at least 30 feet, and you ignore movement restrictions caused by webbing. Downsides. For 8 hours, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight while in direct sunlight. Servings. 8 Knowledge. Religion 13 Dryad Greens A dryad’s “hair” consists of lustrous leafy greens that make a vibrant improvised salad. Some common vinegar and flecks of meat can add sharpness and texture in a matter of minutes. Benefits. Make a DC 12 Nature check, and if you succeed, then for 7 days you can communicate with beasts and plants as if you shared a language. The complexity of what you communicate might be limited by their intelligence. Downsides. For 24 hours, you know how to speak and write Sylvan, and cannot speak or write any other language. Servings. 3 Knowledge. Nature 11 Empyrean Chops Their diet of ambrosia and hubris leaves empyrean flesh absolutely saturated with decadent flavor. It doesn’t really matter how you prepare it, it somehow always comes out right. Benefits. For the next 7 days, you know all languages, and may cast plane shift (self only) once per day without using a spell slot or material components. Downsides. For 7 days, you have disadvantage on saving throws against hostile abjuration magic. Servings. 5 Knowledge. Religion 22 Ettercap, Steamed Though a favorite meal of triumphant fey, softened ettercap spinnerets smell a tad too “rubbery” for other creatures. Pinch your nose and they’re not much different from a giant spider, though. Benefits. For 7 days, whenever you are in contact with a web, rope, or similar structure, you know the exact location of any other creature in contact with that web. Downsides. For 7 days, you leave a trail of conspicuous wiry webbing in your path. This webbing doesn’t impede movement, and takes an action to sever. Servings. 6 Knowledge. Nature 11


10 Fungi Stir-fry Unless you plan to dry it out for some umami preserves, animated fungi should be cooked quickly and thoroughly. It shrivels up when heated, and releases vast amounts of steam. Benefits. 1 hour after eating, you collapse as if under a feign death spell. Downsides. If fungi is allowed to spoil, it has a 50% chance of revivifying on the spot. Servings. 3 Knowledge. Nature 10 Giants Though hill giants fall into the same culinary category as demi-giants, and stone giants are frustratingly inedible, other members of the Ordning have more various nutritional effects. Cannibalism is considered less of a moral taboo and more of an “adding insult to injury” sort of affair among giants, and some of the greatest monster-gormands in history have been among their number. As such, most giants keep 2d12 + 10 ounces of residuum salt on hand amongst their loot, along with an occasional Monster Menu magic item. Cloud Giant, Smoked Cloud giants taste like a cross between mountain goat and seagull, and are no less a heavy meal than their jotun brethren. The fragrant aroma of their pale teal flesh often wafts for miles. Benefits. For 1 year, you have advantage on Wisdom (Perception) checks that rely on smell. Downsides. For 7 days, you lose darkvision and cannot regain it. Servings. 12 Knowledge. History 15 Ettin Brain Doses Those who eat an ettin brain report having a psychedelic, out-of-body experience in which they watch life from over their own shoulder after finishing the meal of blandly juicy giant flesh. Benefits. For 8 hours, you have advantage on all saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Downsides. After 8 hours, you receive one point of exhaustion and are stunned for 1 hour. Servings. 2 Knowledge. History 12 Faerie Dragon, Fried These mischievous drakes curl up when cooked, and turn every shade of an oil slick as they do. Faerie dragons taste inexplicably like candied mustard, making for a divisive savory experience. Benefits. Once during the next 3 days, you become invisible for 3 hours or until your concentration ends (as if on a spell), whichever comes first. Downsides. The Dungeon Master decides when the invisibility Benefit begins. Servings. 1 Knowledge. Nature 12 Flumph Flan Please don’t eat a flumph. I know, I know, they taste like caramel cake and they clean your teeth as you chew, but you’re supposed to be a hero! Or at least a relatable sort of anti-villain. Benefits. For 1 hour, you can perceive the content of any telepathic communication used within 60 feet, and you can’t be surprised by creatures with any form of telepathy. You also gain 60 feet of telepathy for the duration. Downsides. You fail all Deception checks for the next 8 hours. Servings. 1 Knowledge. History 12 Fomorian Morsels You can eat the big eye if you have something to prove, but it’s actually the little one that contains the “evil gland”. It’s sort of like a soft moldy pecan, cased inside the eye itself. Benefits. For 30 days, you have advantage on Intimidation checks against elves, fey, and giants. Downsides. Roll a DC 14 Charisma saving throw. If you fail, take 6d8 psychic damage. Servings. 1 Knowledge. Nature 14 Fried Faerie Dragon


11 Gorgon Core, Pickled The slim, musty green brain stem of a gorgon is rarely seen, let alone eaten. At least it comes pre-pickled! It brings a lot of personality to a sandwich or burrito. Benefits. Accessing the organ through the switch within the monster’s nostrils prompts a DC 16 Sleight of Hand check. If the check succeeds, you obtain the brain stem whole, and eating it grants you immunity to petrification and paralysis for 1 year. Downsides. If the check fails, the gorgon’s armor collapses inward, destroying the brain stem and dealing 2d6 slashing damage to the creature attempting to access it. Servings. 1 Knowledge. Arcana 13 Grell Frond "Ginger" The sub-fronds from a grell’s tentacles can be shaved off like so much slimy thyme. Sprinkle a serving over normal rations and you’ll swear they were bits of oildrizzled ginger. Benefits. For 1 hour, you gain a fly speed of 10 feet (hover). Downsides. For 1 hour, everything further than 60 feet from you is lightly obscured to you. Servings. 10 Knowledge. Arcana 12 Grick, Grilled A grick’s tentacles can be chopped and grilled similarly to those of an oversized, oaky octopus, though portion size has to be upsettingly high in order to garner their Benefits. Benefits. You gain 60 feet of darkvision for 24 hours for a grick, or 3 days for an alpha. Downsides. For 24 hours, you have disadvantage on Intelligence ability checks. Servings. 2 (Grick), 4 (Grick Alpha) Knowledge. Arcana 12 Griffling Eye Bites The piercing yellow eyes of a gryphon or hippogriff are naturally salty and pop like none other. They take on a catlike countenance in the dark, reflecting nearby light and deterring more superstitious eaters. Benefits. For 8 hours, you have advantage on Wisdom (Perception) checks that rely on sight. Downsides. For 24 hours, horses without war training (and similar beasts) are frightened of you. Servings. 2 Knowledge. Nature 11 Fire Giant Paninis The enviable metabolism of a fire giant can be emulated by making a meal of its malty red spleen. It can be quartered and pressed for sandwiches, or nibbled for a stoic snack. Benefits. For 8 hours you are immune to fire damage, then for 8 hours you are resistant to fire damage. Downsides. After the Benefits have worn off, you are vulnerable to fire damage for 8 hours. Servings. 4 Knowledge. History 15 Frost Giant Drippings A different sort of cold blood than that of a reptile, frost giants can be bled and jellied quickly and neatly in their frigid native terrain. Pungent and tangy, the resulting pudding begs for biscuits. Benefits. For 8 hours you are immune to cold damage, then for 8 hours you are resistant to cold damage. Downsides. After the Benefits have worn off, you are vulnerable to cold damage for 8 hours. Servings. 4 Knowledge. History 14 Storm Giant Sweetbreads A storm giant’s blue-grey pancreas contains a quintessence prized by career alchemists, but they’d be better off just slicing it thin and frying it alongside some pancakes. Same difference. Benefits. For 8 hours you are immune to lightning and thunder damage, then for 8 hours you are resistant to lightning and thunder damage. Downsides. After the Benefits have worn off, you are vulnerable to lightning and thunder damage for 8 hours. Servings. 6 Knowledge. History 17 Gibbering Mouther Borscht Have a dedicated tooth-remover on call as you transfer what substance you can into a thick cold soup. The mouther experience is not unlike a puréed borscht with a dash of pig’s foot. Benefits. For the next 8 hours, any creature which hears you speak uninterrupted for 1 minute has disadvantage on its next saving throw against an effect you create during this Benefit. Downsides. You immediately fail one death saving throw the first time you drop to 0 hit points within the next 8 hours, and you turn into a gibbering mouther if you die during that bleed-out. Servings. 3 Knowledge. Arcana 11


12 Night Hag Cupcakes A night hag leaves behind an immaculate white chocolate raspberry cupcake, speckled with toasted almonds. Try not to chip a tooth on the onyx heartstone baked into its warm center. Benefits. So long as you keep the heartstone gem on your person, you can use an action to magically enter the Ethereal Plane from the Material Plane, and vice versa. After 30 days, the heartstone disintegrates into nothingness. Downsides. If you die while the heartstone is on your person, you can never be resurrected. Servings. 1 Knowledge. Religion 16 Sea Hag Delights A sea hag transforms into a sumptuous butterscotch candy, filled with a contrasting apricot marmalade. It’s especially irresistible to those who have been eating mostly fish of late. Benefits. For the next 3 days, you can cast disguise self at will, with a spell save DC of 16. Downsides. If you die within the next 3 days, you can never be resurrected. Servings. 1 Knowledge. Nature 13 Harpy Lung, Stuffed The lungs of a harpy are as eerily elegant as the rest of the creature. Smooth, opalescent in color, and tasting of bean curd, all they need is some salt, pepper, and cumin in their stuffing. Benefits. For 30 days, you have advantage on all Performance checks using your voice. For the first 3 days, you have advantage on Charisma saving throws. Downsides. Once during the next 30 days, the Dungeon Master can compel you to begin humming at a normal volume for up to 1 minute. Servings. 2 Knowledge. Arcana 11 Hell Hound Shoulder The tough shoulder meat of a hell hound can be slow roasted or smoked if you have the time, or quickly seared and eaten rare in all its phosphorescent glory. Use the embers from its gullet to start your fire! Benefits. For 1 hour, you gain advantage on Wisdom (Perception) checks that rely on hearing or smell, and you gain resistance to fire damage. Downsides. For 8 hours, whenever you are the only one of your allies adjacent to a hostile creature, you have disadvantage on all attack rolls against it. Servings. 4 Knowledge. Religion 12 Hags Hags are especially knowledgeable about the nature of transactional, grisly magic. They are only edible if they transform into a confectionery treat when slain, and if they do, it’s certain that only the most foolish or wily adventurer would take the obvious bait. When a hag does transform in this way, the treat never spoils, and can only be destroyed when it is consumed or by a disintegrate spell or similar powerful magic. Unlike most monster meals, a hag treat can be eaten in a single action. They grant to nutrition whatsoever. Green Hag Truffles Green hags become a mochi-pistachio truffle, drizzled with cherry syrup and dusted with bittersweet cocoa. The aftertaste grows sweeter over time, until it vanishes suddenly. Benefits. For 7 days, you can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell if they’re imitations with a successful DC 14 Wisdom (Insight) check. Downsides. If you die within the next 7 days, you can never be resurrected. Servings. 1 Knowledge. Nature 14 Night Hag Raspberry Cupcake


13 Downsides. Once during the next 30 days, the Dungeon Master can target you with a malicious control weather spell, which acts intelligently against your interests and has no caster. Servings. 4 Knowledge. Religion 22 Lamia Lips The lips of a lamia taste of spiced toffee, and take just as long to chew. They have a side effect of clearing the sinuses and soothing the throat for hours after eating. Benefits. The next 3 times you cause a creature to roll a Wisdom saving throw or any opposed ability check, they have disadvantage on that roll. Downsides. The next 3 times you have to roll a Wisdom saving throw, you have disadvantage on that roll. Servings. 1 Knowledge. Arcana 12 Manticore Fondue The interior of a manticore tail is marbled with dark orange fat, rich as a pheasant with a hint of acidity. Make sure not to undercook it; the spines might emerge from the wrong locations. Benefits. You gain a smattering of horrible spines growing along your shoulders and back. The next time you are hit with a melee attack, the creature attacking you takes 3d12 piercing damage as the spines detach. Downsides. You take 1d12 piercing damage when the spines first burst from your flesh after the meal. Servings. 3 Knowledge. Arcana 12 Medusa Hair Sushi Sheer a medusa of its iconic hair, and the severed snakes can be made into raw sushi or chopped, fried and sprinkled over a flatbread. In either dish, they are greasy and alkaline. Benefits. You permanently gain advantage on saving throws against gaze attacks from any creature, and against spells or traps triggered by looking at them. Downsides. For the rest of your life, you take 1d6 poison damage every time you finish a long rest. Servings. 1 Knowledge. Arcana 13 Merrow Fin Soup The fins of a merrow can be used as the base and meat of a soup, and the piquant diffusion has the thankful side effect of rendering any saltwater used in its preparation perfectly potable. Benefits. You gain a swim speed of at least 30 feet for 8 hours. Downsides. For the next 8 hours, you cannot take the dash action while walking. Servings. 6 Knowledge. History 11 Hooked Horror Gravy The fatty layer beneath a hooked horror’s carapace can be scraped off and used as a pasty sweet-and-sour lard. Meat, veggies, chips, no matter; it adds character to any mundane food. Benefits. You gain 60 feet of echolocation-based blindsight for 24 hours. Downsides. You are vulnerable to thunder damage, and everything more than 60 feet from you is lightly obscured to you, for 24 hours. Servings. 3 Knowledge. Nature 12 Hydra Tongues Hydra tongue is the rare meal that leaves its consumer hungrier than when they started. It twitches as it’s cooked, and gives off a pleasantly aromatic scent that matches its flavor. Benefits. For the next 8 hours, you regain 10 hit points at the end of each of your turns as long as you have at least 1 hit point. Downsides. This meal grants no nutrition. After 8 hours, you are struck with near-fatal hunger. You gain 3 points of exhaustion, each of which can be removed by spending 1 hour eating a full meal. Servings. 1 per head killed, up to 10 Knowledge. Arcana 14 Intellect Devourer Paella Each hemisphere of an intellect devourer can be patted dry and minced with corn or similar grain into a savory, filling paella. If eaten raw and undrained, it creates a juicy chunky mess. Benefits. If you ate the left side, you gain advantage on your next Intelligence ability check. If you ate the right side, you gain advantage on your next Wisdom (Insight) check. Downsides. If you ate the left side, you have disadvantage on your next Wisdom (Insight) check. If you ate the right side, you have disadvantage on your next Intelligence ability check. Servings. 2, one for each side of the brain. Knowledge. Arcana 11 Kraken Siphon Rings The siphons beneath a kraken are a series of magically enhanced jet-organs. They can be cut into rings and deep fried, but make sure to turn them for an even cook of the “divine calamari”. Benefits. You are unleashed for 7 days: • You ignore difficult terrain, and magical effects can’t reduce your speed or restrain you. • You can spend 5 feet of your movement to escape from nonmagical restraints or being grappled. • You have resistance to lightning damage.


14 Minotaur Hams Minotaur hams make a barbarous centerpiece for a victory feast, but out in the wild you’re more likely to kettle-cook the slabs and then fork-serve them as a peppery buffet. Benefits. For the next 8 hours, you have advantage on attack rolls you make on any turn during which you moved at least 30 feet in a straight line. Downsides. For 8 hours, you have disadvantage on attack rolls you make on any turn where you did not move at least 30 feet in a straight line. Servings. 2 Knowledge. History 12 Myconid Stew An unconventional source of protein — excellent when sizzled in some vegetable stock — myconid shrooms should be cooked with a pinched nose. Unless you enjoy the sympathy spores... Benefits. For the next 7 days, whenever you take damage, your allies within 240 feet can sense your pain. Sovereigns also grant 30 feet of telepathy for the duration, which only works on creatures who already consider you an ally. Downsides. For 3 days, you have disadvantage on Constitution saving throws and ability checks while you are in direct sunlight. Servings. 1 (Adult), 2 (Sovereign) Knowledge. Nature 11 Naga Frill, Smoked The frill-meat of a naga must be descaled and filleted with a deft hand, but afterwards can be roasted in a long slab and sliced for serving. The result is not unlike a massive smoked salmon. Benefits. The next time you die, you return to life and regain all your hit points after 8 hours, unless your body has been totally destroyed. Downsides. Make a DC 16 Wisdom saving throw. If you fail, change your alignment to chaotic evil (Spirit Naga) or lawful good (Guardian Naga). You may repeat this saving throw each time you finish a long rest, ending this Downside if you succeed. Servings. 4 Knowledge. Arcana 14 (Spirit), 15 (Guardian) Mimic Tooth Puffs The teeth of a mimic are the last part to soften as its postmortem form degrades, and thus make for a singular experience of chewing on resinous, melting, foam-filled pseudo-bone. Benefits. For 3 days, you are adhesive; any Huge or smaller creature that touches you becomes grappled by you until it escapes. Downsides. For 3 days, the Dungeon Master decides what non-creature objects adhere to you. Servings. 3 Knowledge. Arcana 11 Mind Flayer Soufflé The brain of a mind flayer is a labyrynthine mess of purple-grey-blue meat which must be compressed and beaten before it can expand like a cheesy soufflé. Serve with its rich roasted tentacles as a trophy appetizer. Benefits. For the next 3 days, you may cast detect thoughts at will without using a spell slot or any components, you have advantage on Intelligence checks and saving throws, and you gain 120 feet of telepathy. Downsides. One hour after eating, you must succeed on a DC 15 Intelligence saving throw or spend 1 minute desperately pursuing whatever objective the slain mind flayer had in its thoughts at the moment it died. Servings. 1 Knowledge. Arcana 14 Manticore Fondue


15 Black Pudding Porridge Not much like the peasant dish, alas. It’s a substance that looks and tastes somewhere between burnt coffee, squid ink, and clammy magma. Slurp it like a porridge if you’re a monster yourself. Benefits. For the next 8 hours, you can move through a space as narrow as 1 inch wide without squeezing. Downsides. Each time you are hit with a weapon attack during the next 8 hours, you take 1d6 additional acid damage. Servings. 1d4 Knowledge. Arcana 12 Gelatinous Cube Preserves Like melted horse-hooves combined with fruit sugar, a gelatinous cube can at least be neatly cut into whatever portions don’t discombobulate upon death, unlike its less firm cousins. Benefits. For 8 hours, you and everything you’re wearing are transparent. Even when in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot you if you haven’t moved, attacked, or cast a spell on your most recent turn. Downsides. For 8 hours, you have disadvantage on any saving throw against slipping, sliding, or forced movement. Servings. 1d12 Knowledge. Arcana 11 Gray Ooze Essential Oil Admittedly, it does have the consistency of a salad dressing once it’s no longer moving. Gray ooze tastes like heavily diluted petroleum, making it arguably the least repulsive ooze meal. Benefits. The next time you hit a creature with a melee attack, you deal 2d6 extra acid damage. Downsides. The next time you handle currency, up to 2d12 coins melt in your hands. Servings. 1d4 Knowledge. Arcana 11 Ochre Jelly Crumble The cheddary-sharp kick of an ochre jelly’s remnants quickly gives way to a moldy, unevictable aftertaste. Its semi-viscous fluid can be poured or crumbled, depending on how it’s handled. Benefits. You gain resistance to acid damage for 24 hours. Downsides. The first time you are subject to lightning or slashing damage in the next 24 hours, you are split into two half-sized copies of yourself. They are both stunned until the end of their next turn as they look at each other and react. Then, they recombine. Servings. 1d6 Knowledge. Arcana 11 Nightmare Chuck Nightmare chuck, like most fiend meat, will cook in its own postmortem heat if you let it. Ashy and bitter, it’s nevertheless a filling meal and makes for an illuminating day of adventure. Benefits. Once during the next 8 hours, you and one willing creature you touch may enter the Ethereal Plane from the Material Plane as an action. You may return to the Material Plane in the same way, but must do so before this Benefit ends or be trapped until you find an alternate route out of the Ethereal Plane. Downsides. For the next 8 hours, your hair or scalp appears as heatless fire that sheds bright light in a 10 foot radius and dim light for an additional 10 feet. Servings. 1 Knowledge. Religion 12 Nothic Eyes, Honied A nothic’s surface eye, as well as the two “wisdom eyes” it keeps in reserve within its long cranial cavity, each provide a surprisingly firm, melon-like meal that benefits from honey. Benefits. The next time you succeed on a Wisdom (Insight) check against a creature’s Charisma (Deception) check, you magically learn one fact or secret about that creature. Downsides. The next time a creature succeeds on its Wisdom (Insight) check against your Charisma (Deception) check, it learns one fact or secret about you. Servings. 3 Knowledge. Arcana 11 Oni Horn Seasoning Powdered oni horns make for a desiccant — albeit woody — seasoning, so it’s suggested to pair them with something that needs thickening, like a watery gruel or curdling beans. Benefits. For 24 hours, you gain 60 feet of darkvision and can cast the darkness spell at will without any components. Downsides. A meal seasoned with oni horn grants no nutrition. For 24 hours, you move “down” one level on your moral alignment; from good to neutral, or from neutral to evil. If you are already evil, cheers. Servings. 2 Knowledge. Arcana 14 Oozes If you insist. Oozes leave behind a variable quantity of “edible” material, and as such the number of Servings in each ooze entry is determined by the roll of a die. Beyond that, I’m just going to use this space to let you know that other adventuring parties don’t do this. It’s just you. We only know what the oozes do when eaten because of a recovered volume on mind flayer torture techniques. So please, reconsider. If not for me, a mere menu, then for yourself.


16 Phase Spider Eye Salad Each phase spider has one “key eye” that it uses to glimpse the ethereal before taking a jaunt. You might as well mix all eight chalky blue morsels into a salad with a healthy dose of dressing. Benefits. For the next 1 hour, you may use your bonus action to magically shift from the Material Plane to the Ethereal Plane, or vice versa. If you are in the Ethereal Plane at the end of this duration, you return to the Material Plane. Downsides. While in the Ethereal Plane during the next 1 hour, you take 1 poison damage per round. Servings. 1, but all 8 eyes must be eaten. Knowledge. Arcana 12 Piercer Escargot Served similar to a gigantic escargot, piercers hide a rich mucousy musculature beneath their hard pseudostone exterior. An umami marvel, it’s a wonder any grow up to be ropers at all. Benefits. For the next 3 days, you have resistance to falling damage. Downsides. You take a -2 penalty to your next Initiative roll. Servings. 5 Knowledge. Nature 10 Otyugh Slaw The phenomenally flexible tentacles of an otyugh — both the eye stalk and the pair of grapplers — can be drained of their fluid-muscle slaw, which in turn reduces to a creamy meat sauce. Benefits. For the next 30 days, you can sustain yourself off of trash and carrion. Spoiled food does not poison you, and you gain 1d6 temporary hit points after eating a compost meal. Downsides. For the next 3 days, reduce your maximum hit points by 5. Servings. 3 Knowledge. Arcana 13 Owlbear Shanks Owlbear shanks certainly lean towards the “bear” end of the spectrum in terms of flavor and toughness, but must still be plucked and boned like a night raptor before they are broiled. Prepare for the 'itus. Benefits. Each creature who ate the meal rolls 1d3 to determine which form of Wisdom (Perception) check they have advantage on for the next 8 hours: 1 for hearing, 2 for sight, and 3 for smell. Downsides. The next time you sleep as part of a long rest, you are unconscious for 1 hour longer than normal or until a creature wakes you with an action, whichever comes first. Servings. 4 Knowledge. Nature 12 Pegasus Feet It’s the hooves, not the wings of a pegasus that contain its aerial grace. Boiled and basted, the rubbery flesh keeps a hint of sparkling celestial wine, a peculiar contrast of texture and taste. Benefits. If this meal was slow-raosted for at least 4 hours, then once during your life, you may cast feather fall without using a spell slot or any components. Downsides. For 8 hours, no creature will voluntarily allow you to mount it. Servings. 4 Knowledge. Religion 11 Peryton Heart, Flat Roasted Itself spawned from a corrupted heart, a peryton’s own core makes for a rusty red disaster. Soak up as much blood as you can with bread or rice, then roast the rest with salt and sage. Benefits. For the next 7 days, you regain 2d6 hit points each time you eat the heart of a Small or larger creature killed within the last 1 hour. Downsides. For 7 days, you cannot eat anything that wasn’t alive within the last 1 hour. Servings. 1 Knowledge. Arcana 11 Gelatinous Cube Preserves


17 Remorhaz, Toasted Bugmeat is always more acidic than you expect, but between that and the natural heat, all that’s needed is some salt and lard for an indulgent meal made from remorhaz neck. Benefits. For the next 24 hours, any creature that hits you with a melee attack while within 5 feet of you takes fire damage: 1d6 for a young remorhaz, 2d6 for an adult. Downsides. For the next 24 hours, you take additional fire damage each time you are struck with a weapon attack: 1 for a young remorhaz, 2 for an adult. Servings. 1 (Young), 3 (Adult) Knowledge. Nature 13 (Young), 16 (Adult) Roc Egg, Soft Boiled The egg that a roc protects has some profound effect on the weight of its consumers. The vein-covered dark yellow yolk is gently tangy, and needs no seasoning when soft-boiled. Benefits. For the next 7 days, you gain a flying speed of 60 feet, which can only be used to glide. You descend at least 10 feet on any round where you fly in this way, and cannot ascend. Downsides. For 24 hours, you have disadvantage on saving throws while you are adjacent to an ally. Servings. 10 Knowledge. Nature 16 Roper Peppergum Roper gums are deep and sumptuous like a bed of savory taffy (riddled with monster teeth). Hack and pull them out, then heat them to soften in strips with a generous dusting of pepper. Benefits. For 24 hours, you have advantage on any roll to initiate or maintain a grapple. Downsides. Your speed is reduced by 5 feet for 3 days. Servings. 3 Knowledge. Arcana 13 Rust Monster Snaps The burnt orange antennae of a rust monster taste distinctly of dried blood despite having none, being akin to an oversized flea. Crunchy yet fibrous, you’ll be spitting out chitin for hours. Benefits. You gain the permanent ability to pinpoint by scent the location of any ferrous metal within 30 feet of you. Downsides. Ferrous metal now permanently tastes and smells delicious to you, though you do not gain the ability to chew or digest it. Servings. 2 Knowledge. Nature 12 Pixie Snacks Consumable in a single herbaceous bite, every pixie tastes unique. From the crunch of a dewy cabbage, to the noble subtlety of rosemary, some say their flavor is based on their personality. Benefits. You have advantage on your next saving throw against a spell. Downsides. You have disadvantage on your next saving throw that is not against a spell. Servings. 1 Knowledge. Nature 10 Pseudodragon, Glazed Sprinkle a pseudodragon with some brown sugar, and it’ll form an elegant glaze as its white lizard-like meat curls up in the pan. Unlike a true red dragon, it can be cooked scales-on. Benefits. Once during the next 24 hours, you may gain limited telepathy for 1 minute. You can communicate simple ideas, emotions, and images to any creature within 100 feet that can understand a language. Downsides. Upon finishing this meal, you fall unconscious for 1 hour, or until you take damage or another creature uses an action to shake you awake. Servings. 1 Knowledge. Arcana 10 Purple Worm Pot Roast The undersegments of a purple worm expand and contract when stimulated postmortem, and discerning chefs will try to finish them when light and flaky or tight and snaky, to taste. Benefits. You gain a 30 foot burrow speed for 24 hours, and may burrow through solid rock and similar material at half of your burrow speed. Downsides. For 24 hours, you cannot have tremorsense and are blind and deaf while burrowing. Servings. 10 Knowledge. Nature 18 Rakshasa Brisket Rakshasa brisket is gamier than natural tiger flesh, but otherwise subtle in its fiendish character. If it does spoil, however, it also applies the curse of the rakshasa’s claw to any consumers. Benefits. You are immune to the next spell of 6th level or lower that you do not wish to be affected by. You may make this decision after knowing whether the spell would succeed in targeting you, but before any other effects such as damage are determined. Downsides. You gain no nutrition from this meal, and have vulnerability to piercing damage from good creatures for the next 7 days. Servings. 2 Knowledge. Religion 17


18 Shambling Mound Hearts The harvesting, tenderization, mashing, and rightful buttering of the gnarled magical root-stem that gyrates at the core of a shambler all told takes far too long for a wiggly second-rate artichoke. Benefits. If you spend 4 hours properly preparing and eating this meal, then for 1 hour afterwards, any time you would be subjected to lightning damage, you instead take no damage and regain a number of hit points equal to the lightning damage prevented. Downsides. A moundroot eaten more than 24 hours after the creature's death is always considered spoiled, even if it was preserved. Servings. 3 Knowledge. Nature 13 Slaadi Now you’ve really gone and done it. Slaadi are the most infamous interplanar parasites in the multiverse. Their life cycle depends on the infection and incubation of their slaadpoles in the bodies of their victims. With a DC 14 Arcana check, you know this basic fact about them, and that they each yield just 1 serving. Eating a cooked slaad has no special effects, other than the warty texture and earthy taste of eating a gigantic toad. Raw slaadi, on the other hand, grant no Benefits and have the following Downsides depending on their color: • Red slaadi infest the consumer with the slaad egg disease. • Blue slaadi infect the consumer with the chaos plague disease. • Green slaadi infect the consumer with a disease that prevents spellcasting until it is magically cured. • Grey slaadi infect the consumer with a disease that inflicts vulnerability to all damage until it is cured. • Death slaadi infest and infect the consumer with all of the previous four diseases, which each count as separate for the purpose of being cured. Sphinx Tenderloin, Braised The lean meat of a sphinx tenderloin wants for a different seasoning depending on the state of the heavens and earth. One last impossible puzzle for those rude enough to eat it. Benefits. When you finish this meal, you may choose one language and instantly learn it. For an androsphinx meal, the language you choose may be a secret language such as Druidic, Sphinx, or Thieves’ Cant. Downsides. For the next 30 days, you forget one language you previously knew. Servings. 4 Knowledge. Arcana 16 (Gynosphinx), 19 (Androsphinx) Salamander Buns While not literal “whiskers”, the strands on a salamander or fire snake’s face can be coiled and glazed for a minimalist spicy bun, or dried and baked for an eminently chompable snack. Benefits. For 3 days, any creature that hits you with a melee attack while within 5 feet of you takes fire damage: 1 for a fire snake, or 2 for a salamander. Downsides. You gain vulnerability to cold damage for the next 3 days. Servings. 2 (Snake), 4 (Salamander) Knowledge. Arcana 11 (Snake), 13 (Salamander) Satyr Sausages The esophagus of a satyr can be used to case a sausage of its goat-like fey flesh. It works best with fennel, powdered onion, and similar peasant spices, turned steadily over a campfire. Benefits. For 1 year, you have advantage on all Performance checks using a musical instrument. Downsides. For the rest of your life, whenever you are not under the effects of this meal’s Benefit, you have disadvantage on all Performance checks using a musical instrument. Servings. 1 Knowledge. Nature 11 Roc Egg, Soft Boiled


19 Troll Appendix Jerky The mysterious appendix, dormant in other creatures, is the source of a troll’s regeneration. The thin, chewy organ can be scorched into cracklin and dipped in spices, then eaten like jerky. Benefits. For the next 8 hours, you regain 10 hit points at the start of each of your turns. Downsides. For 8 hours, you are vulnerable to acid and fire damage, and your Benefit doesn’t function if you took fire or acid damage since the end of your last turn. Servings. 1 Knowledge. Nature 13 Umber Hulk Brain Scallops The infrared demi-eyes of an umber hulk are the tip of its inscrutable cerebral iceberg. Suppress their overwhelming beetle-musk with a squeeze of citrus, and sear them like scallops. Benefits. Roll a DC 14 Constitution saving throw. If you succeed, you gain a 10 foot burrow speed and 30 feet of tremorsense for the next 24 hours. Downsides. If you fail the save, you lose your memory of the last 24 hours. Servings. 2 Knowledge. Arcana 13 Unicorn Blood-skewers The silvery blood of a unicorn can be combined with chili and mustard to form a kebab marinade worthy of the gods. The flesh tastes of coconut rum, and practically falls off the horn. Benefits. The first time you would be reduced to 0 hit points within the next 7 days, you are reduced to 1 hit point instead. Downsides. Three times during the next 3 days, the Dungeon Master may choose to heal a creature hostile to you for 2d8 + 2 hit points as a free action. Servings. 4 Knowledge. Religion 13 Water Weird Nuclei Pie The nigh-invisible nucleus of a water weird can be netted, mashed, and mixed with veggies or baked in a pie. It’s akin to a pumpkin-flavored jellyfish, but it loses its form rather quickly. Benefits. For 8 hours, you have advantage on saving throws against being paralyzed, poisoned, restrained, or knocked prone. Downsides. For the next 8 hours, you gain a point of exhaustion each time you go 10 minutes without drinking a glass worth of water. Servings. 3 Knowledge. Arcana 12 Sprite Wing Flakes The translucent wings plucked from a late sprite crumble rapidly, and let off a faint green glow as they are chewed. Their flavor is bright and minty, better as a seasoning than a true meal. Benefits. For the next 3 days, whenever you touch a creature you learn its current emotional state. If it fails a DC 10 Charisma saving throw, you also learn its alignment. Downsides. For 3 days, any creature who touches you learns your current emotional state. Servings. 1 Knowledge. Nature 11 Stirge Bloodcakes Always somewhat bloated by their latest blood meal, stirges make a rewarding target for turnabout. Succulent, rich, with wings that crisp quickly; flip them on the pan after a minute. Benefits. You gain 2 temporary hit points. Downsides. A stirge spoils after 2 hours and cannot be preserved. Servings. 1 Knowledge. Nature 10 Tarrasque Syrup The crystalline secretion beneath the Tarrasque’s carapace is a singular source of natural antimagic. Closer to sap than blood, it smells of ancient cloves and tastes like liquid halite. Serve over yogurt or porridge. Benefits. For 7 days, your flesh takes on the dull opalescence of the Tarrasque’s carapace. Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll during this time, roll a d6. On a 1 to 5, you are unaffected by the spell. On a 6, you are unaffected and the effect is reflected back at the caster as if it originated from you, turning the caster into the target. If you are effected by a spell and it requires a saving throw, you have advantage on that save. Downsides. Once during the next 30 days, the Dungeon Master can target you with a malicious earthquake spell, with a saving throw DC of 22 and no caster. Servings. 4 Knowledge. History 26 Treant Fruit The fruit borne by a dying treant are as delicious as they are tragic. Tending to have unusual self-similar shapes and a subtle cinnamon undertaste, most treants bear pears, bananas, or peaches. Benefits. 1 year is added to your natural lifespan. Downsides. Druids and Rangers of 5th level or higher can smell the nectar on your breath for the next 1 year. Servings. 3 Knowledge. Nature 15


20 Yeti Belly Rubdown Yeti belly is considered one of the healthiest fats in the world, and often gets scored in battle, saving meal preparation time! Its notes of ape and ram harmonize beautifully with coriander. Benefits. For the next 7 days, you ignore difficult terrain caused by snow and ice, and are able to endure mundane arctic conditions without taking cold damage or points of exhaustion. Downsides. For the next 24 hours, you have a fear of fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Servings. 1 (Yeti), 5 (Abominable) Knowledge. Nature 12 (Yeti), 15 (Abominable) Yuan-ti Abomination Samples The musculature of an abomination is between that of a human and a reptile, with the taste of gamebird and the texture of pork. Only the first cooked bite confers any magical effects, though. Benefits. For 8 hours, you have advantage on saving throws against spells and other magical effects. Downsides. For the next 24 hours, you automatically fail your saving throws against enchantment spells. Servings. 1 Knowledge. History 14 Winter Wolf Flanksteak The flanks of a winter wolf are deceptively fatty, insulated against the arctic frost of its home. They agree with chives and garlic, which cut through the dense, marbled steak. Benefits. For the next 8 hours, you have resistance to cold damage and can speak Winter Wolf. Downsides. For 8 hours, you cannot speak any language other than Winter Wolf. Servings. 2 Knowledge. Nature 12 Worg Ribs There’s nothing gamier than a worg hunch. You practically have to pry it off the back ribs, but once butchered it makes for decent tips and medallions with some cayenne and salt rub. Benefits. For 8 hours, you gain 30 feet of darkvision. Downsides. For 8 hours, you cannot choose not to kill a creature as you reduce it to 0 hit points. Servings. 4 Knowledge. Nature 10 Wyvern Shots A wyvern’s stinger should be severed and boiled, then shucked like an oyster. The infamous poison gland is then slurped like a shellfish shot. Whether it's an aphrodesiac depends on your fortitude. Benefits. Make a DC 15 Constitution saving throw. If you succeed, you gain immunity to non-magical poison damage for the next 30 days. Downsides. If you fail the save, you take 7d6 poison damage. Servings. 1 Knowledge. Nature 13 Xorn, Milk-poached The silty liver of a xorn is one of the few fleshy parts on the hungry pseudoelemental, along with its eyes and intestines. Soak it in milk for as long as you dare, then mince-fry it with onions. Benefits. For the next 30 days, you can pinpoint by scent the location of precious metals or gemstones within 60 feet of you, and can safely eat and gain nutrition from them. Downsides. For the next 30 days, you must eat 10 gp worth of precious metals or gemstones each day or gain 1 point of exhaustion each day you do not. Servings. 2 Knowledge. Arcana 13 Unicorn Blood-skewers


21 Ultroloth, Rope-roasted The blubbery skull of an ultroloth is closer to that of a whale than the cephalopod it superficially resembles. Their deceptively thick skin conceals a brick of yolky magenta brainmatter. Wrap and roast! Benefits. For the next 1 year, any time a hostile effect would teleport you, you may change the destination to an open space of your choosing within the same range as the effect. If the space you choose is full, you are shunted to the closest unoccupied space. Downsides. After 1 year, you are teleported to an unfortunate location of the Dungeon Master’s choosing. Servings. 1 Knowledge. Religion 17 "Dessert" No meal is complete without some sweet, unhealthy miscellanea. Also, no DMG product is complete without a little inside baseball and cross-promotion! Magic Items Introduce these items at shops or in monster loot at your DM's discretion. Recommended prices are included, but giantkind often carry these items among their camps and settlements, ripe for the taking! Residuum Salt These faintly glowing rust-pink crystals behave like iron dust when exposed to a magnet. Obtainable from well-travelled tradesfolk who in turn source it from fae-touched beaches and mines, this substance costs 10 gp per ounce. Residuum salt can be used to preserve monster flesh for much longer than is otherwise possible. On a successful Survival check to preserve a monster meal, a player may apply this substance in order to extend the preservation period for one of the servings from 1 week to 1 year. Doing so requires 1 ounce of residuum salt per challenge rating of the slain monster, per serving preserved. Preserving two servings of a CR 11 monster would require 22 oz. Darkwood Smokebox Wondrous item, very rare, 12,000 gp This grim yet homey cooking system can be collapsed into a fist-sized tinderbox with an action when not in use. Expanding the smokebox also takes an action, and requires at least a 4 foot cube of open space to do so. If used to cook monster meals as part of a rest, the smokebox doubles the duration of their Benefits. Meals which usually take over 1 hour to harvest, prepare and eat only take 1 hour with the smokebox. If a Benefit lasts until discharged, the smokebox doubles its number of charges. Each darkwood smokebox can fit up to 6 total servings in a single cooking session, whether they be from one monster or several. Yugoloths Everyone forgets about the Yugoloths. Dead yugoloth flesh only remains on a plane other than the Bleak Eternity of Gehenna for more than 1 hour if it is immediately preserved with residuum salt. Otherwise, it melts into sub-ooze ichor along with the rest of the carcass. Eating a yugoloth meal transfers the lost knowledge of its true name to the consumer. If that yugoloth reforms or is otherwise resurrected, it is beholden to the consumer, though it will maliciously look for chances to misinterpret any vague or contradictory commands, and if freed from servitude will seek revenge. Summoning or contacting a named yugoloth requires some other means, and is not included in the meal’s effects. Arcanoloth, Brined and Boiled They say you should never fry a fox, and arcanoloth is no different. Boil out the toughness of the back meat with some orange and pepper, and make sure to leave all the fat on if you brine it. Benefits. Choose one school of magic. For the next 24 hours, you are immune to hostile spells from that school. Downsides. The first time you are the target of a spell to which you are immune during the next 24 hours, you teleport up to 120 feet to an unfortunate space of the Dungeon Master’s choosing. Servings. 2 Knowledge. Religion 16 Mezzoloth "Prunes" Much of a mezzoloth’s exoskeleton is hollow, but each of its arms contains a “void lung” unique to its fiendish physique. These shriveled polyp sacs have the mouthfeel of a salted prune. Benefits. Once during the next 3 days, you may cast dispel magic at 3rd level without a spell slot, with Charisma as your spellcasting ability. Downsides. The first time you cast dispel magic during the next 3 days, you teleport up to 30 feet to an unfortunate space of the Dungeon Master’s choosing. Servings. 4 Knowledge. Religion 13 Nycaloth, Fat-seared The abdominal muscles of a nycaloth make perfect portions, and can be seared fat-down with a dusting of oregano and then cooked in their own juices for a naturally hot and acidic cutlet. Benefits. You are immune to the next two instances of acid or poison damage you take. Downsides. The next time you are subject to acid or poison damage, you teleport up to 60 feet to an unfortunate space of the Dungeon Master’s choosing. Servings. 8 Knowledge. Religion 15


22 Design Postmortem This supplement had two main inspirations: Nethack for its mechanics, and Delicious in Dungeon for its art. Nethack was by most metrics the first Rogue-like, and included the ability of the player character to eat deceased monsters during their delve. Some granted unique intrinsic benefits, others poisonous downsides, and many a mixture of both. Delicious in Dungeon is a manga with a simple yet elegant “campfire cuisine” aesthetic that fits the tone of the supplement perfectly. I wrote the supplement in alphabetical order, and started most entries with a compelling Benefit before reverse-inferring a (somewhat) balanced Downside and appropriate serving size. Flavor text typically came last in a given entry, needing to fit the serving number as well as the vibe of danger and promise contained in the effects. I kept in mind that no meal ends up eaten unless the Dungeon Master first introduces the creature, and thus I erred on the side of impact, not caution. If a particular campaign would be ruined by using an entry as written, there are multiple “knobs” for a DM to turn; preparation time, effect duration, and serving number. I read both monster stat blocks as well as their background text to form a foundation for each entry. When a monster didn’t evoke an intuitive mechanic from its resistances, senses, actions, and features, I would invent one based on its personality or habitat. This was the entire premise for the sub-headings on devils, hags, and whatnot: to create an extra layer of flavor for broad categories of monster that should have a common theme. Giants eat smaller creatures, oozes are amorphous, demons are chaos incarnate, etc. As a plug-and-play add-on, the Monster Menu had little reason to create complex recipes or to gate cooking behind skill checks. However, since every entry has a simple knowledge check DC based roughly on 10 + [Challenge Rating divided by 2], there is a quick reference for any other skill checks that might come up at the table. There are also hooks in the main and variant rules to indicate that rangers (the class) and Chefs (the feat) should be considered for spotlight time associated with monster meals. I also made sure to bounce entries off of my trusted friends as I wrote, and to integrate lessons about composition and clear, unmistakable theming learned from my previous supplements. When a reader gets to an iconic monster, they should read an iconic monster meal entry. Role players should be given enough of a description to set them up for a moment during their short rest. Strategists should be given pause when considering the balance of a Benefit and its Downside. And the designer should be ready to errata their product based on feedback! Cheers. The Good Platter Wondrous item, rare, 4,000 gp Any meal served on this gaudy platter tastes not-quiteas-good as what momma used to make. When eating off of it, you do not gain the Downsides of any monster meal you consume, and you are immune to any poisons or diseases in the food. Once the platter has been used to protect a creature in this way, it may not be used again until it has been handwashed by a parent during a rest. Tasteful Weapon Any melee weapon, rare (requires attunement), 5,000 gp You gain a +1 bonus to attack and damage rolls made with this magic weapon. The fine prongs on this burnished obsidian implement drain the color from the area they scrape. When you hit with a melee attack using this weapon, you may siphon the flavor of the creature you struck. The creature makes a DC 15 Constitution saving throw. If they fail, you gain the Benefits of having eaten them as a monster meal, but with a duration of 10 minutes (effects which last until discharged are lost at this time). Once a creature fails this saving throw, you may not use this weapon’s ability again until after you you have eaten a home-cooked meal during a long rest. Variant Rules A menu within a menu! Choose any or all of these optional rules in order to make sure that these monstrous meals fit in perfectly at your table. Head Chef. The Chef feat from Tasha’s Cauldron of Everything can be used as a prerequisite for cooking monster meals. If used to “gate” access in this way, it’s recommended to leave the rest of the feat unchanged, and treat most Small or larger monsters as Chef feat “ingredients” in addition to their Monster Menu effects. Itemize It. Instead of being an involved process taking up a short rest, meals can be harvested from a deceased creature with a single action, and are consumable with a single action as well. This brings their Benefits and Downsides into more direct competition with potions and spells, as they can now be eaten mid-combat. Consider reducing the number of servings provided by more dramatic monster meal entries, and/or increasing the cost of residuum salt by a factor of five. Canonize It. If the knowledge checks are proving too difficult or superfluous, remove them and give the party an in-game copy of this supplement; the legendary Monster Menu, instead. If the party has a Chef or ranger, consider making them the recipient. Poison Them. Though the monster meal entries aren’t optimized for being used maliciously, an enterprising character proficient in poison or medicine might disguise any of the dishes herein as a mundane meal. They simply make an Intelligence (poisoner’s kit or Medicine) check during meal prep, which sets the DC for any unaware creature eating the meal to recognize its true nature with a Wisdom (Perception) check.


23 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. © 2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. The artwork contained herein is the property of its creators, and is exclusively licensed for RPG content by David Panfile, and may not be used for any other works without the owner’s express written consent. All other original material in this work is copyright © 2021 by David Panfile and published under the Community Content Agreement for Dungeon Masters Guild. Any reproduction or unauthorized use of the original material herein is strictly prohibited without express written consent. Last Stand: A Worthy Death! If your D&D campaign combines epic fantasy combat with high-stakes lethality, shouldn’t you have a rule on hand that makes sure your player characters’ heroic sacrifices are, well, actually heroic? Last Stand: A Worthy Death is a unique supplement that provides over 40 new once-in-a-lifetime class features spanning every Fifth Edition class. Epicness insurance is not for the faint of heart, so if you die... die well! Wild Magic for Every Class! Shouldn’t every single player character have a way to introduce dynamic magical chaos into their playstyle? Wild Magic for Every Class is just what it sounds like; a collection of 700 new Wild Magic Surges covering 14 different classes! Plus, Dungeon Masters will find simple rules for adapting wild magic into a fun, dynamic environmental effect! Might vs. Magic! From popular anime, to blockbuster computer RPGs, to Artorian myth, wizards and fighters have always been at each other’s throats. In Might vs. Magic, you’ll find 14 new archetypes, over 20 new spells, and over 30 new magic items that celebrate the age-old conflict between martial characters and spellcasters! Plus, a “counterspell expansion pack” to replace and revamp one of 5th Edition’s most controversial spells! Totally Chill Mailing List If, hypothetically, I were to release more tabletop content in the future, would you be interested in getting a notification? If your answer was “sure man, this was pretty cool actually”, then head on over to this humble Google Form and sign up for my mailing list! I promise to send only one email for each piece of new content I launch, and not to spam you in between. Work-in-progress of the cover art by Samantha Stahlke


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