MOD | SAVE | ||
---|---|---|---|
STR | 20 | +5 | +10 |
DEX | 20 | +5 | +10 |
CON | 20 | +5 | +5 |
MOD | SAVE | ||
INT | 15 | +2 | +2 |
WIS | 11 | +0 | +0 |
CHA | 15 | +2 | +2 |
Magic Weapons. Chef Potato's weapon attacks are magical.
Feral Sense. Chef potato does not get disadvantage against targets that he can't see.
Kitchen Stride. Chef Potato is not affected by difficult terrain. Additionally potato has advantage against checks made to slow him down.
Multiattack. Chef Potato makes three attacks with his Hell's Prong
Hell's Prong. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range (20/60), one creature. Hit: 11 (1d12 + 5) piercing damage.
Animate Baked Goods or Cutlery (Recharge 5-6). Chef Potato bellows a word of command, permanently transforming 1d4 baked goods or cutlery within 60 feet into pastrimps or Swarm of Magnetite Cutlery. Chef potato can have up to 13 pastrimps and Swarm of Magnetite Cutlery under his command at one time.
Coat of Spices. Chef potato can coat his weapons with a random spice. The spice lasts for 1 round, while the spice is active Chef potato does an extra 1d10 damage. Roll a d12 and choose the corresponding damage type:
Flower Veil. With a puff of flower Chef Potato disappears. For 1 round Chef Potato becomes invisible, losing the invisibility at the beginning of his next turn or when he takes damage.
Vanish. Chef Potato can hide as a bonus action. While hiding this was he cannot be tracked by non magical means
Chef Potato can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chef potato regains spent legendary actions at the start of her turn.
Attack. Chef Potato makes one Melee or Ranged attack.
Seasoning Rain. Chef Potato slams his weapon into the ground causing a bag of spice to fall off a shelf and scatter into the air raining spice down on a 20-foot cube within 30 feet of him. Each creature in the area must make a DC 18 Dexterity saving throw, taking 17 ( 5d6 ) damage on a failed save, or half as much damage on a successful one. The damage done by this attack is determined by the last spice Chef Potato used
On initiative count 20 (losing initiative ties), Chef Potato takes one of the following lair actions; Chef Potato can’t take the same lair action two rounds in a row
Samples!. In a 20 foot radius around 2 creature forks and knives began to pop out the ground. A creature in this radius make DC 17 Dexterity save or take 2d12 piercing damage and become restrained. A restrained creature can make an Athletics or Acrobatics check with a DC of 18 to safely remove themself from the utensil, or make a DC 12 Strength save to force themself off the utensil taking 1d12 slashing damage.
Who left the freezer open?. The floor of the kitchen turns to ice. Creatures must succeed on a DC15 Dex save or immediately fall prone. The floor is difficult terrain until the next initiative count 20.
Who left the stove on?. The kitchen temperature increases dramatically, to oven-like temperatures. Creatures must make a DC15 Constitution save or suffer 2d6 fire damage.
Battlefield Actions start their Tell phase at the end of a monster’s turn and arrive at their Resolution stage at the beginning of that monster’s next turn. The players have the whole Initiative order to deal with the Battlefield Action.
Mince. Chef Potato manifests a giant knife in his hand and a giant cutting board appears under the last creature that hit him.
Tantrum. Chef potato stomps his foot repeatedly on the ground.