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Grammy's Bakery Fiends & Foes

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0% found this document useful (0 votes)
60 views8 pages

Grammy's Bakery Fiends & Foes

Uploaded by

Sarah Baskin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Baker’s Dozen

Prue the Imp


Background:

Prue the Imp has been toiling in the Nine Hells ever since he died and ended up there. Many years ago,
when he was still a living, breathing scoundrel, Prue had a secret:

More than anything in life, he wanted to be a baker.

But he was born with nothing to his name and a skill for thievery. So he used it to survive… until his luck
ran out. Next thing he knew, he was in the Nine Hells.

After several 100 years, Prue was summoned by the Dryads that live in the Orchard. They only
summoned him to get rid of the pesky goblins that overran Grammy’s Bakery. Grammy, sadly, passed
away a few days before and the goblins took advantage that the bakery was closed for her funeral to
take it over. Many of the citizens found it a lost cause, in part due to their grief of losing their local
baker. The Dryads summoned Prue to take care of them.

Sadly, when Prue was set to return, he managed to gather enough of Grammy’s “ingredients” to keep
the Dryads’ summoning portal open and summon his “Party”:

The Baker’s Dozen


 Pie Filling Lemures
o Apple & Cherry
o The Baker’s Lemure’s are stinky, tall (5ft) blobs of molten, gooey pie filling (100lbs). They’re
a formless, oozing mass that can form limbs and a vague face.
 The Dretchs, x4
o The “Guards” of the Bakery Entrance
 Flour, Sugar, Salt & Dairy
 They are less guards and more of Prue’s Helpers/Ingredient Stockers
 They are named for the ingredients they are in charge of.
o The Baker Dretchs
 Standing at 6ft tall and weighing heavily, Dretches have squat, rounded bodies with
a big belly. They have short legs and long, thick arms.
 PER Check – They are larger, chunkier than most Dretches. They do not have
imacieted limbs common to most Dretches.
 They’re fed, happy & can be calmed with CHR Checks and Animal Handling Checks
 The Cacklers x6
o Prue’s Party Sous Chef. Useless.
o Cackler Names
 Honey, Powder, Dye, Butter, Dough & Cinnamon
 Cacklers are small, jabbering jesters that spice up a Rakdos performance with their
chaotic antics. Their incessant cackling can inspire uncontrollable laughter by
making everything – even the most horrifying spectacles – seem hilarious!

Please note: Prue & his Crew Do not know what a recipe is. When asked, they will
simply know nothing about Grammy’s recipes.
Bakery Cackler
Small fiend · Chaotic Evil

Armor Class: 15 (Natural armor) Hit Points: 10 (3d6) Speed: 30ft.


Spell Casting: +3 CHR Proficiency Bonus: +2
STR DEX CON WIS INT CHA
9 (-1) 16 (+3) 11 (+0) 7 (-2) 11 (+0) 12 (+1)

Skills:

Deception +3
Perception +0
Performance +3

Damage Resistances:

Cold, Fire, Lightning; and Bludgeoning, Piercing and


Slashing from Non-Magical attacks

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 120 ft., passive perception 10

Languages: Abyssal, Common

Challenge: ½

Actions

Bite.
Melee Weapon Attack
+5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spiked Chain.
Melee Weapon Attack
+5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tasha’s Hideous Laughter. (1/Day)
Casting Time: 1 action
Range: 30 feet
Components:
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny
and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving
throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature
with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another
Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage.
On a success, the spell ends.

Traits
Mimicry.
The cackler can mimic any sounds it has heard, including voices. A creature that hears the
sounds can tell they are imitations with a successful DC11 Wisdom (Insight) check.
Baker’s Last Laugh.
When the cackler dies, it releases a dying laugh, exploding into specific AOEs. Creatures within
10ft of the Cackler must make a successful DC11 DEX Save to get out of the damage area.

“Sous DC Effect, Last Laugh


Patisserie” When the cackler dies, it releases a dying laugh that scars
Cacklers the minds of other nearby creatures. Each creature within
10 feet of the cackler must succeed on a DC11 Wisdom
saving throw or take 2 (1d4) psychic damage.
Honey DEX 11 When the Cackler dies, it releases a dying laugh before
exploding into a shower of honey. Each Creature within 10ft
of the Cackler must make a DEX Save or face difficult terrain,
reducing walking speed in half & even stop movement all
together.
Powder DEX 11 When the Cackler dies, it releases a dying laugh before
exploding into a cloud of powdered sugar! Each Creature
within 10ft must make a DEX Save or face DIS on Perception
Checks and Attack Rolls
Dye DEX 11 When the Cackler dies, it releases a dying laugh before
bursting into a rainbow of food coloring! Each Creature
within 10ft must make a DEX Save or face DIS on Perception
Checks and Attack Rolls
Butter DEX 11 When the Cackler dies, it releases a dying laugh before
exploding into a shower of honey. Each Creature within 10ft
of the Cackler must make a DEX Save or be knocked prone.
Creatures that fail will have to repeat the DEX Check to pick
themselves back up. DEX Saves must be repeated with each
movement within the area of effect.
Dough DEX 11 When the Cackler dies, it releases a dying laugh before
expanding into a big, sticky dough! Each Creature within 10ft
of the Cackler must make a DEX Save or be trapped within
the Dough. Creatures that fail this check will have to make a
STR Check to break out of the dough bindings,
Cinnamon DEX11 > CON 11 When the Cackler dies, it releases a dying laugh before
exploding into powdery cloud of cinnamon. Each Creature
within 10ft of the Cackler must make a DEX Save. If the
Creature fails, it makes a CON Save. If failed, the Creature
spends it turn vomiting. Creatures will need to repeat the
DEX Save in their next turn,

The Dretches
Small fiend (demon), Chaotic evil, Monster Manual pg. 57

Armor Class: 11 (Natural Armor) Hit Points: 18 (4d6+4) Speed: 20 ft.

STR DEX CON WIS INT CHA


11 (+0) 11 (+0) 12 (+1) 8 (-1) 5 (-3) 3 (-4)

Damage Resistance: Cold, Fire, Lightning

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses:

Darkvision 60 Ft., Passive Perception 9

Languages:

Abyssal, Telepathy 60 Ft.

(Works Only With Creatures That Understand Abyssal)

Challenge: 1/4 (50 XP)

Actions

Multi-Attack.
The dretch makes two attacks: one with its bite and one with its claws.
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
Claws.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (2d4) slashing damage.

Baker’s Fetid Cloud (1/Day).

A 10-foot radius of AOE gas extends out from the dretch. The gas spreads around corners, and its area is
lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn
in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next
turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not
both, and can't take reactions.

See Baker’s Dretches Chart for Names and Effects of the Dretch.

Baker’s Dretches DC Effect, Fetid Cloud


CON Saves under d8 results in taking 1d4 Damage from Side-Effects
Flour CON A cloud of white, spotted green gas extends from the Dretch. Breathed in, it
11 causes the target to have difficulty breathing and may even result in
vomiting and food poisoning.
While effected in this way, the target can take either an action or a bonus
action on its turn, not both, and can't take reactions.
Sugar CON A cloud of noxious brown, bitter, burning smelling gas extends from the
11 Dretch. It smells like burnt molasses. Breathed in, it causes the target to
have difficulty breathing. If the target’s CON Save is under 8, it will result in
1d4 burning damage, as enough has been breathed in to scald the target’s
lungs.
While effected in this way, the target can take either an action or a bonus
action on its turn, not both, and can't take reactions.
Salt CON A cloud of white, subtle smelling gas extends from the Dretch. Breathed in,
11 it causes the target to have difficulty breathing, vomiting and a horrid
headache while in the gas cloud.
While effected in this way, the target can take either an action or a bonus
action on its turn, not both, and can't take reactions.
Dairy CON A cloud of white, strong putrid smelling gas extends from the Dretch.
11 Breathed in, it causes the target to have difficulty breathing, vomiting and a
horrid headache while in the gas cloud.
While effected in this way, the target can take either an action or a bonus
action on its turn, not both, and can't take reactions.

Bakery Lemure,
Medium fiend (devil), Lawful evil, Monster Manual pg. 76
Armor Class 7 Hit Points 13 (3d8) Speed 15 ft.

STR DEX CON WIS INT CHA


10 (+0) 5 (-3) 11 (+0) 11 (+0) 1 (-5) 3 (-4)

Damage: Resistance Cold

Damage: Immunities Fire, Poison

Condition Immunities:

Charmed, Frightened, Poisoned

Senses:

Darkvision 120 Ft., passive Perception 10

Languages:

Understands Infernal But Can't Speak

Challenge: 0 (10 XP)

Devil's Sight.

Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation.

A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless
it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are
sprinkled with holy water.

Actions

Fist.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.

Apple & Cherry

The Baker’s Lemure’s are stinky, tall (5ft) blobs of molten, gooey pie filling (100lbs). They’re a
formless, oozing mass that can form limbs and a vague face.

They’re failed “bakes” by Prue and it is their duty to ooze around the perimeter.

Prue the Imp


Tiny Fiend (Devil), Lawful Evil, Monster Manual pg. 76
Armor Class: 13 Hit Points: 25 Speed: 20 ft., fly 40 ft. Proficiency Bonus: +2

STR DEX CON WIS INT CHA


6 (-2) 17 (+3) 13 (+1) 12 (+1) 11 (+0) 14 (+2)

Skills Deception:

+4 Deception
+3 Insight
+4 Persuasion
+5 Stealth

Damage Resistances:

Cold; Bludgeoning, Piercing, and Slashing


from Nonmagical Attacks that aren't Silvered

Damage Immunities: Fire, Poison

Condition Immunities: Poisoned

Senses:

Darkvision 120 ft., Passive Perception 11

Languages:

Common, Infernal

Challenge: 1 (200 XP)

Size: 2 ft tall

Traits
Shapechanger.

The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a
raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are
the same in each form, except for the speed changes noted. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight.

Magical darkness doesn't impede the imp's darkvision.

Magic Resistance.

The imp has advantage on saving throws against spells and other magical effects.

Actions
Sting (Bite in Beast Form).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

The target must make a DC 11 Constitution saving throw, taking 1d6 poison damage on a failed
save, or half as much damage on a successful one.

Invisibility.

The imp magically turns invisible until it attacks or until its concentration ends (as if
concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

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