Evasion. When the goose is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage it succeeds on the saving throw, and only half damage if it fails.
Nimble Escape. The goose can take the Disengage or Hide action as a bonus action on each of its turns.
Innate Spellcasting. Its spellcasting ability is Charisma (spell save DC 16). The Untitled Goose can innately case the following spells, requiring no material or somatic components:
At Will: arcane lock, shatter, fear, thunderous smite, wrathful smite
1/day each: wall of stone, wall of fire, flame strike
Multiattack. The goose makes three attacks with its Beak, or can use its Honk and make a beak attack.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.
Honk (Recharge 5-6). All creatures of the goose's choice within 120 ft. that can hear it must make a DC 16 Wisdom saving throw. On a fail, the creature is frightened, having disadvantage on attacks against the goose until the end of the goose's next turn.
Beak: The Goose makes 1 Beak Attack
Run: The Goose moves up to its movement
Grasp (Costs 2): The Goose uses Grasping Tendrils against 1 target it can see within range
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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