Keen Sight. The duck has advantage on Wisdom (Perception) checks that rely on sight.
Pack Quacking. A creature has disadvantage on an attack roll against the duck if there are two or more duck allies within 5 feet of the creature and the allies aren't incapacitated.
Hydrophobic Feathers. The duck has resistance to any damage caused by liquid water.
Hold Breath. The duck can hold it's breath for 10 minutes.
Trample. If the duck moves at least 10 ft. toward a creature and then hits it with a shove attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.
Shove. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
Chomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: The duck makes one chomp attack against a small or smaller target that is prone. If the attack hits, the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the duck can't chomp another target. The target takes 4 (1d4 + 2) bludgeoning damage at the start of the duck's turn. The duck can use an action to release the target.
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