Evasive. The Goose can nimbly dodge out of the way of certain area effects. When the Goose is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Goose will instead take no damage if it succeed on the saving throw, and only half damage if it fails.
Innate Spellcasting. The Goose innate spellcasting ability is Charisma (spell save DC 15). The Goose can innately cast the following spells, requiring no material components:
At will: Arcane Lock, Shatter, Fear, Thunderous Smite, Wrathful Smite
2/day each: Divine word, Etherealness, Power Word Stun
Multiattack The Goose can make four attacks: one with its Honk and three with its Beak
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) Piercing damage + 10 (3d6) Psychic damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.
Honk. All Creatures of the Goose choice within 120 ft that can hear must make a DC15 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Goose honk for the next 24 hours.
Nimble Escape. The Goose can use its bonus action to Disengage or Hide action as a bonus action on its turn.
Clan Leader
Command Troops. The Goose targets one ally it can see within 30 feet of it. If the target can see or hear the Goose, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
Description
A medium sized Goose that has contracted Lycanthropy. The Goose is a cursed Fey humanoid doomed to live out its life as a goose and has no memory of its past live.
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Posted Jan 22, 2022HONK