Super NatheQuest: Chef
Food. Eat. Plate. Father.
Chef
Attribute Requirement: Constitution 14
Prime Attribute: Constitution
Alignment: N
Weapon and Armor Allowed: Any; leather armor and shields
Saves: as Fighter
| XP | Level | HD | THAC0 | D/W/P/B/S | Swallow |
|---|---|---|---|---|---|
| 0 | 1 | 1 | 19 | 12/13/14/15/16 | 1d3 |
| 2250 | 2 | 2 | 18 | 12/13/14/15/16 | 1d6-1 |
| 4500 | 3 | 2+1 | 18 | 12/13/14/15/16 | 1d6-1 |
| 9000 | 4 | 3 | 17 | 10/11/12/12/14 | 1d6 |
| 18000 | 5 | 4 | 17 | 10/11/12/12/14 | 1d6+1 |
| 36000 | 6 | 4+1 | 16 | 10/11/12/12/14 | 1d6+1 |
| 72000 | 7 | 5 | 16 | 8/9/10/9/12 | 1d6+2 |
| 140000 | 8 | 6 | 15 | 8/9/10/9/12 | 2d6-1 |
| 280000 | 9 | 6+1 | 15 | 8/9/10/9/12 | 2d6-1 |
| 420000 | 10 | 7 | 14 | 6/7/8/7/10 | 2d6 |
Abilities
Eat: The Chef may swallow creatures whole. Roll the Chef's Swallow dice; if this is enough to kill the enemy then they are swallowed whole. As the Chef increases in level, their Swallow improves.
Monster Magic: By eating monsters the Chef learns Monster Magic. If the creature they swallow has a spell to teach they may choose to immediately learn it. The Chef may hold 1 Monster spell per level. Each may be used once per day.
Monster Magic
| Monster | Spell | Monster | Spell | Monster | Spell |
|---|---|---|---|---|---|
| Normal Human | Noodle Arm | Shark | Vacuum | Hippogriff/Griffon | Wind Shot |
| Wolf | Pack Attack | Harpy | White Wind | Wraith | Minus Breath |
| Killer Bee | Missile Man | Centaur | Hoof It | Giant Leech | Shell Break |
| Halfling | Swap | Giant Crab | Carcinization | Medusa | Spell Killer |
| Pirate | Hype Up | Giant Spider | No Climb Zone | Troll | Statue Form |
| Skeleton | Bone 2 Pick | Ochre Jelly | Jelly Soup | Hydra | Multi-head |
| Yellow Mould | Dust Walk | Wight | Doom | Stegosaurus | Missile Barrage |
Bone 2 Pick
R: 60’ T: creature D: 10 minutes
-
The target is enraged and wants to skin the Chef alive for the duration. Outside of combat, targets may make a Spell Save to resist.
Carcinization
R: 20’ cone T: creatures D: 1 day
-
The Chef shoots a purple laser beam that encases the target in crab armor. They gain bonus HP equal to the Chef’s level and have AC3 until all bonus HP is removed.
Dust Walk
R: 0 T: self D: 1 hour
-
For the duration the Chef is able to walk on dust particles (E.g, clouds of flour, spores, etc). The environment must be visibly dusty.
Pack Attack
R: 60’ T: allies D: 0
-
The Chef lets loose a Wolf howl. Two chosen allies in range may immediately take additional actions.
Doom
R: 60’ T: creature D: 0
-
The target creature dies on a failed Death Save. If they roll a natural 20 on their Save then the Chef dies instead.
Hoof It
R: 0 T: self D: 1 hour
-
For the duration the Chef moves at the speed of a horse; their kicks deal 1d6 damage and knock human sized or smaller foes back 10’.
Hype Up
R: 0 T: self D: 10 minutes
-
Masculine vigor fills the muscles of the Chef. The next hit they land in the duration adds 2d6 damage. Alternatively, karate chop a door in half, rip a man two from the spine, etc.
Jelly Soup
R: touch T: creature D: 0
-
The Chef coughs up a delicious jelly soup and shares it with an ally. It takes 10 minutes for the Chef to finish regurgitating into the creature’s mouth. The recipient heals 3d6HP.
Minus Breath
R: 20’ cone T: creatures D: 0
-
The Chef spews water from the River Styx that deals damage equal to the difference between their current and maximum HP.
Missile Barrage
R: 240’ T: creature D: 0
-
Shoot 3d6 missiles. Each must target a different foe. Deals 3d6 damage, a Wand Save negates.
Missile Man
R: 60’ T: humanoid D:0
-
Turn a humanoid creature into a missile. They fly up to 60’ and deal 1d6+HD to themselves and a hit foe. Targets negate becoming a missile with a Spell Save.
Multi-head
R: 0’ T: self D: 10 minutes
-
The Chef grows 1d6 long necked heads and then goes berserk. For the duration, they may make an additional melee attack that deals 1d6 damage or an extra swallow attempt per head. The Chef can not retreat until all foes are swallowed or killed. When the spell wears off the Chef says “Boy, that’s a lotta mustard!” and falls unconscious for 10 minutes.
No Climb Zone
R: 60’ T: area D: 1 hour
-
A nominated wall becomes unclimbable. Any digit or joint touching the wall begins to curl and roast like hot dogs cooked in a camp fire. Climbers must let go or suffer 2d6 damage per round.
Noodle Arm
R: 60’ T: creature D: 0
-
The target creature’s arms become made from foam. Their attacks are at -2 to hit and damage.
Shell Break
R: 60’ T: point D: 1 hour
-
A creature’s armour is cursed, their AC is 9 and they take +1 damage from physical attacks for the duration.
Spell Killer
R: 60’ T: spellcaster D: 0
-
Shoot a dart that hits the mind of a spell caster, destroying 1d6+1 prepared spells. Start from the highest level spells then go down the list.
Statue Form
R: 0 T: self D: until dismissed
-
The Chef transforms into an immobile statue until they dispel the magic. They have no need to eat or drink. If attacked they count as AC1. If used in mid-air, roll an attack at +4 to those beneath and deal 3d6 damage on a hit.
Swap
R: 60’ T: creature or object D: 0
-
The caster claps their hand and swaps places with another creature or object in range.
Vacuum
R: 30’ cone T: creatures D: 0
-
The Chef sucks up creatures like a vacuum cleaner. The effect varies based on HD:
- 1HD: Killed instantly.
- 2HD: They must make a Death Save or die instantly.
- 3HD: They must make a Death Save+4 or die instantly.
For each swallowed foe, the Chef heals 1HP.
White Wind
R: 20’ cone T: creatures D: 0
-
The Chef blows a divine wind from their lips. Those exposed are healed by an amount equal to the Chef’s current HP.
Wind Shot
R: 150’ T: creature D: 0
-
A blast of wind deals 4d6 damage to a single creature. A Breath Save reduces damage by half. If a flying creature fails the save they are knocked to the earth and take an additional 1d6 damage.
The list of spells above is a sample/starting point. Feel free to add more, or improvise a spell when a Chef eats a cool monster. Not every monster should give a spell, but ideally more than this would. Likewise, it would be best for most spells to be learnable from multiple monsters. The ideal version of this class has a bestiary built with it in mind.