Manchurian Goose

Medium beast, chaotic good

Armor Class: 13

Hit Points: 16 (2d10 + 5)

Speed: 25 ft., fly 40 ft.

STR13(+1)
DEX14(+2)
CON12(+1)
INT3(-4)
WIS10(+0)
CHA10(+0)

Saving Throws: DEX +4

Skills: Intimidation +2, Perception +3

Senses: Passive Perception 13

Languages: Common understands but cant speak

Challenge: 1/2 (100 XP)

Proficiency Bonus: +2

Keen Sight. The goose has advantage on Wisdom (Perception) checks that rely on sight.

Territorial Honk (Recharge 5–6). As a bonus action the goose releases a thunderous honk. Each creature of its choice within 15 ft. that can hear it must succeed on a DC12 Wisdom saving throw or be frightened until the end of the goose’s next turn.

Aggressive Waddle. On its first turn of combat, the goose can move up to its full speed toward a hostile creature this movement provokes no opportunity attacks.

Multiattack. The giant goose makes two attacks: one with its peck and one with its wing slap.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Wing Slap. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC13 Strength saving throw or be pushed 5 ft. away from the goose.

Protective Honk. When an ally the goose can see within 30 ft. is targeted by an attack roll, the goose may let out a sudden honk, imposing disadvantage on that attack. Once the goose uses this reaction, it can’t do so again until the start of its next turn.

Homebrew

Lore

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  • homebrew_rules_reference/creatures_adversaries/manchurian-goose.txt
  • Last modified: 11 days ago
  • by 127.0.0.1