Huge Monstrosity, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 114 (13d10 + 43)
Speed 40 ft., Swim 40 ft.
STR
22 (+6)
DEX
13 (+1)
CON
18 (+4)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
Senses Darkvision 120 ft., Passive Perception 10
Languages Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Confusing Gaze. When a creature starts its turn within 30 feet of the Corrupted Goose Guardian and is able to see the Corrupted Goose Guardian's eyes, the Corrupted Goose Guardian can magically force it to make a DC 15 Charisma saving throw, unless the Corrupted Goose Guardian is incapacitated.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Corrupted Goose Guardian until the start of its next turn, when it can avert its eyes again. If the creature looks at the Corrupted Goose Guardian in the meantime, it must immediately make the save.

Magic Resistance. The Corrupted Goose Guardian makes save against spells and spell like abilities with advantage.

Actions

Multi-attack. The Corrupted Goose Guardian makes three attacks: two with its Stomp and one with its Bite.

Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:  14 (2d8 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 5) piercing damage.

Baleful Quack (1/Day). The Corrupted Goose Guardian releases a baleful quack. This quack has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 17 (5d6) psychic damage.

Legendary Actions

The Corrupted Goose Guardian can take 2 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 Corrupted Goose Guardian regains spent legendary actions at the start of its turn.

Stomp. The Corrupted Goose Guardian makes one stomp attack.

Quack (Costs 2 Actions). The Corrupted Goose Guardian emits a magical quack. Each creature within 30 feet of the Corrupted Goose Guardian that can hear the quack must succeed on a DC 15 Wisdom saving throw or be frightened of the Corrupted Goose Guardian until the end of the Corrupted Goose Guardian’s next turn.

Lair and Lair Actions

Lair Actions
On initiative count 20 (losing initiative ties), the
Corrupted Goose Guardian can take a lair action to cause one
of the following effects; it can’t use the same effect
two rounds in a row:
• The Corrupted Goose Guardian shudders and contracts as
it draws in material from a 20-foot radius around
it. As the area is depleted of leaves and grasses,
the ground is left as a muddy sludge with puddles
of fetid water. This area is considered difficult
terrain to all but the Corrupted Goose Guardian.
• A bubble of festering plant matter within 60
feet of the Corrupted Goose Guardian gurgles and pops,
releasing a stench of decay and decomposition.
All creatures within 5 feet of the bubble must
succeed on a DC 15 Constitution saving throw or
take 10 (3d6) poison damage.
• Roots and vines extend and twist in an area with
a 10 foot radius within 30 feet of the Corrupted Goose Guardian.                                                                                                                                                                                                                   Any creatures in the area must succeed on
a DC 15 Dexterity saving throw or be grappled.
Escaping requires a successful DC 14 Strength
(Athletics) or Dexterity (Acrobatics) check.

Habitat: Underdark

DMDrew

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