Medium Beast (Demon), Chaotic Evil
Armor Class 25 Natural Armor
Hit Points 858 (48d10 + 594)
Speed 50 ft., fly 100 ft., swim 75 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
20 (+5)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +19, DEX +12, CON +19
Skills Nature +5, Survival +2
Damage Resistances Damage from Spells
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision Range of 50ft, Passive Perception 100
Languages Birdfolk, Void Speech goose
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Actions
Attack:bite Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the goose can't bite another target.
Attack:wing slash Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) stashing damage.
Attack:Horns  Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage
Attack:Wing flap Ranged Weapon Attack: +19 to hit, reach 50 ft., multi target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Special Attacks:Frightful Presence Each creature of the goose's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the goose is within line of sight, ending the effect on itself on a success. If a creature's saving throw Is successful or the effect ends for it, the creature is immune to the goose's Frightful Presence for the next 24 hours.
Special Attacks:Swallow The goose makes one bite attack against a smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the goose, and it takes  (16d6) acid damage at the start of each of the goose's turns. If the goose takes 60 damage or more on a single turn from a creature inside it, the goose must succeed on a DC 30 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the goose. If the goose dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Full Attack:Multi attack The goose can use its Frightful Presence. It then makes five attacks: one with its bite, two wing slashes, one with its horns, and one wing flap. It can use its Swallow instead of its bite.
Reactions
Honk
if the goose is attacked and it deals over 100 HP, the goose will honk. which deals (2d6) force damage and the character must perform a DC 15 saving throw or be  knocked prone
Legendary Actions

The goose can take 3 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 goose regains spent legendary actions at the start of its turn.

Attack. The goose makes one wing slash attack or wing flap attack.

Move. The goose moves up to half its speed.

Chomp (Costs 2 Actions). The goose makes one bite attack or uses its Swallow.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

It's the goose from "Untitled Goose Game". That's it.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Any

asdfghjklzxcvbnmqwertyuioasdfghx

Comments

Posts Quoted:
Reply
Clear All Quotes