Medium Humanoid (Shifter), Any Chaotic Alignment
Armor Class 12 in humanoid form, 16 in Goose and hybrid form
Hit Points 126 (11d10 + 55)
Speed 35 ft., Swim 30 ft., Walk 30 ft.
STR
22 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws CON +6, WIS +7
Skills Intimidation +10, Perception +7
Senses Passive Perception 16
Languages Common (When in Human Form only)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The Weregoose can use its action to polymorph into a medium Goose/humanoid hybrid or into a small/medium goose, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it's wearing or carrying isn't transformed. It reverts to its true form if it dies. 

Aggressive. As a bonus action, the Weregoose can move up to its speed towards a hostile creature.

Frenzy. The Weregoose has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points.

Keen Sight and Smell. The Weregoose has advantage on Wisdom (Perception) checks that rely on sight or smell.

 

 
Actions

Honk (When in Goose or Hybrid form only). When bright light or an unknown creature is within 30 feet of the Weregoose, it emits a Honk audible within 300 feet of it. The Weregoose continues to Honk until the disturbance moves out of range and for 1d4 of the Weregoose's turns afterward.

Beak (When in Goose or Hybrid form only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Wing Attack (When in Goose or Hybrid form only). The Weregoose beats its wings. Each creature within 10 feet of the Weregoose must succeed on a DC 14 Dexterity saving throw or take  11 (1d6 + 8) bludgeoning damage and be knocked prone. 

Pounce (When in Goose or Hybrid form only). If the Weregoose moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Weregoose can make one beak attack against it as a bonus action.

Scimitar: Melee Weapon Attack (When in Humanoid Form only). +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow: Ranged Weapon Attack (When in Humanoid Form only). 
+3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

 

 

Description

Weregeese are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are medium, muscular, and have white hair. 

When a Weregoose transforms, it shrinks to a small or medium size, lashing out with weapons or its beak. It fights with the ferocity of an aggressive Guard Goose. Though beak attacks are common, it is careful not to bite unless they desire transforming a humanoid.

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

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