Unprovoked Aggression.
The goose attacks any creature that approaches it, looks at it, or exists within its territory.
Territorial Honk (Recharge 5–6).
The goose emits a loud, aggressive honk.
Each creature within 10 feet must succeed on a DC 11 Wisdom saving throw or become frightened of the goose until the end of its next turn
Opportunistic Menace.
The goose has advantage on attack rolls against prone creatures, creatures holding food, or creatures wearing shiny armor.
Multiattack.
The goose makes two attacks: one with its Bite (or Knife) and one with its Wing Slap.
Stab
+5 to hit, reach 5 ft.
Hit: 6 (1d6+3) piercing damage.
If the goose crits, it does 7 (2d6+3) because the knife goes stabby-stabby.
Wing Slap.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 3 (1d3 + 2) bludgeoning damage.
The target must succeed on a DC 10 Strength saving throw or be knocked prone.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
LOOT
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1d4 feathers
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1 knife (if it's the knife variant… stolen from someone)
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Maybe a ring it swallowed
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.
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