Pack Tactics. The goose has an advantage on an attack roll against a creature if at least one of the geese' allies is within 5 feet of the creature and the ally isn't incapacitated.
Charge. If the goose moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra (1d10) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the goose takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Flyby. The goose provokes disadvantaged attacks when it flies nearby of an enemy's reach.
Keen Hearing and Sight. The goose has an advantage on Wisdom (Perception) checks that rely on hearing or sight.
Hold Breath. While underwater, the goose can hold its breath for 10 hours.
Smell Fear. The goose can track any prey across any length of space by sensing its fear of the goose.
Magic Resistance. The goose has an advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the goose fails a saving throw, it can choose to succeed instead.
Multiattack. The goose can use its Frightful Presence. It then makes four attacks: one with its beak, two with its talons, and one honk.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (2d12 + 3) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (4d10 + 3) slashing damage.
Honk. Each creature of the goose's choice within 20 feet and is aware of it must complete a DC 20 Constitution saving throw or suffer from (6D10 + 2) psychic damage.
Frightful Presence. Each creature of the goose's choice that is within 120 feet of the goose and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the goose's Frightful Presence for the next 24 hours.
The goose can take 4 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. The goose regains spent legendary actions at the start of its turn.
Detect. The goose makes a Wisdom (Perception) check.
Tail Attack. The goose makes a tail attack.
Wing Attack (Costs 2 Actions). The goose beats its wings. Each creature within 10 feet of the goose must succeed on a DC 20 Dexterity saving throw or take (d48 + 7) bludgeoning damage and be knocked prone. The goose can then fly up to half its flying speed.
Move. The goose moves up to half its speed.
Lair and Lair Actions
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A Gooses Lair
A goose lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the goose takes a lair action to cause one of the following effects:
- The goose creates fog as though it had cast the cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the goose can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take (2d10) thunder damage and be deafened until the end of its next turn.
Regional Effects
The region containing a goose lair is warped by the gooses magic.
- Once per day, the goose can alter the weather in a 6-mile radius centered on its lair. The goose doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the gooses lair take on dazzlingly brilliant hues.
- Within its lair, the gooses can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the goose dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
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3/13/2021 11:18:53 PM
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4
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3/26/2021 10:51:11 PM
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13
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8/26/2021 4:16:32 AM
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39
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1.1
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1/19/2022 7:24:18 PM
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63
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4
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