Aggressive. As a bonus action, the Bard can move up to its speed toward a hostile creature that it can see.
Bad Temper. The Bard has advantage on saving throws against being frightened and on its Charisma (Intimidation) checks.
Grab and Run. Once per turn, on a successful Bite attack, the Warrior can force the target to make a Strength or Dexterity saving throw against the Warrior's Sleight of Hand check. On a failure, The Warrior seizes one item without the Heavy property from the target's hands in its mouth. The Warrior can then use it's movement to move away from the target, without provoking opportunity attacks. The Warrior then drops the item at the end of it's turn. The Warrior can not use Bite or Infuriate with an item in its mouth.
Pack Tactics. The goose has advantage on an attack roll against a creature if at least one of the geese's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The Bard makes two Bite attacks and uses Infuriate once.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.
Infuriate. The Bard honks loudly. All creatures within 30ft must make a DC 14 Constitution saving throw. On a failure, the creature can not willingly move away from the Bard and has disadvantage on attacks against any creature other than the Bard.
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