Appear. The goose may appear in any location even if there is no logical way for it to have gotten there
Ontological Inertia. The goose will disappear from confinement when unobserved and continue to appear even after dying.
Undivination. The goose is immune to all forms of divination. predictions will not take it into account, scrying its location reveals an empty room, identification or alignment detection spells find no valid target, and spells that would detect it or read its mind return indecipherable eldritch runes that deal 1d6 psychic to the caster
Mildly Infuriating. All beings within hearing distance (2400 ft.) of the goose have vulnerability to psychic damage regardless of their normal vulnerability, resistance or immunity to it. Gain one level of exhaustion every turn of combat spent near the goose. Cannot recover from exhaustion while near the goose.
Grab. the goose grabs an object with its beak, regardless of weight or other forces preventing the object from moving. The goose cannot release the object unwillingly and the object will disappear along with its body on death
Peck. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: # (1d6 + 3) psychic damage and (1d6 + 3) piercing damage.
Honk. Ranged Weapon Attack: +30 to hit, range 300/2400 ft., 100 targets. Hit: 3 (1d4 + 1 per creature hit) psychic damage.
Surprised Honk. Upon taking damage, the goose performs the Honk action (see above).
Description
The annoying goose is a seemingly normal white goose with an orange beak, though it appears in random, seemingly impossible locations and has no purpose in life but to annoy you.
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