Goosebumps Cloak Wondrous Item, Rare (Requires Attunement) This gorgeous cloak of white feathers with a golden sheen is said to be a gift from The Great Golden Goose itself to protect all kind-hearted creatures. While wearing this cloak you gain the following benefits: You have advantage on all saving throws against cold and you are immune to any negative consequences inflicted by nonmagical extreme cold conditions. You can use a bonus action to turn the cloak into a pair of white goose wings on your back for 1 minute. The wings give you a flying speed of 50 feet. When they disappear, you can't use them again for 1 hour. You can cast feather fall spell and warding bond spell without any material component. Once the cloak has been used to cast a spell, it can't be used to cast that spell again until the next dawn. You gain the personality trait “I watch over my friends as if they were new hatched goslings” or a similar one in accordance with the DM. Gooseslinger Simple Weapon (Light Crossbow), Very Rare (Requires Attunement) This light crossbow is carved with images of geese wearing cowboy hats. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The crossbow is also fitted with a round magazine that can hold up to eight crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. The weapon has 3 charges. When you hit with a ranged attack you can expend 1 of its charge and the dart fired immediately transforms to create one of the following effects. Exploding egg. The target takes an extra 3d6 force damage. Fluffy feathers. The creature you hit doesn’t take any damage, instead it regains a number of hit points equal to 3d8 + your Dexterity modifier. This has no effect on undead or constructs. Stinky poop. The target must make a Constitution saving throw (DC 15) against poison. On a failed save, the creature spends its action retching and reeling until the end of its next turn. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. If you score a critical hit the geese carved on the crossbow get excited and the weapon immediately regains 1 charge, if you score a natural 1 on attack roll the geese silently start booing you and the weapon loses 1 charge. The weapon regains 1d3 expended charges daily at dawn. Honkarina Wondrous Item, Uncommon (Requires Attunement) This beautiful ocarina was made from the shards of the Great Golden Goose’s eggshell and shows rainbow reflections when lit by sunlight. When attuned to this object you gain a use of Bardic Inspiration and you have advantage in all Charisma (Performance) checks made with this object. If you are a bard you also gain the following benefits: You can use an action to play the instrument and cast the enhance ability spell, the honkeous laughter* spell or the plumage armor* spell. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You gain 1 fortune coin. Whenever you make an attack roll, an ability check, or a saving throw, you can spend your fortune coin to roll an additional d20. You can choose to spend your fortune coin after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. Honkenbonker Martial Weapon (Maul), Legendary (Requires Attunement, See Text) Ominous tales speak of the creation of these weapons: it seems that they were forged by Ur-goose, Primordial of Havonk himself, who gave them to mortals to bring devastation to civilization and cast uncertainty on the plans of those who thought they could control nature. Even if you are not attuned to this weapon you gain a +3 bonus to attack and damage rolls made with it. If you are attuned to the weapon you gain the following benefits: The weapon ignores any resistance to bludgeoning damage. Whenever the weapon hits an object, the hit is a critical hit. Difficult terrain doesn't slow you and you leave behind no tracks or other traces of your passage. You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to strike the ground and cast the earthquake spell centered on you. You are immune to the effect of the spell and you can use your Strength for determining your spellcasting ability and spell save DC. Once the weapon has been used to cast the spell it can't Sample file be used to cast it again until the next dawn.
Honkonomicon Wondrous Item, Artifact (Requires Attunement, see Text) The Honkonomicon is the realization of an absurd ambition: to control chaos through chaos. The book’s cover was bound in the skin of one of the many heads of Anserath, its pages are made of paper fabricated by the Ur-goose, and they were written with a quill from the Great Golden Goose herself. The whole crafting process happened in the Limbo, the plane of pure chaos, where the mind has power over matter and energy. By doing so, they created a book that could hold all knowledge (both magical and mundane) about goosekind, and a tool to realize the impossible: to control the geese. However, it had to be an imperfect tool, as the magic of the Honkonomicon (and the geese it must control) is chaotic by default. Even if carrying the book gives great power over goosekind, using it can always carry with it some unpredictable consequence. After its creation, the Honkonomicon passed into uncountable different hands, with many expert (and ambitious) spellcasters finding their end because of the book’s unstable magic. Honkuesque Knowledge. Even if you are not attuned to it, you can reference the Honkonomicon whenever you make an Intelligence check to discern information about goose creatures or a Wisdom (Survival) check to track a goose creature. When you do so, you can add double your proficiency bonus to the check. Wild Magic. Whoever carries or holds the book (even without being attuned to it) gains the Wild Magic Surge feature just as if it was a wild magic sorcerer. If the creature already has this feature, now it also triggers it on a 20. Random Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide: 1d4 minor beneficial properties 1d4 minor detrimental property 1d3 major beneficial properties 1d3 major detrimental property Honkontrollable Powers. When you use the Spells feature of this artifact or you cast a spell affected by Goosomancy (see below), make an Intelligence (Arcana) or Intelligence (Nature) check DC 12 + the spell’s level. If you fail, or if you roll a 1 on the d20, you trigger a wild magic effect (see Wild Magic on the Player’s Handbook) and one or more goose creatures appear. They are usually hostile towards you, and they have a total CR up to double the spell’s level (the DM picks them, see Chapter xxx : Monsters). Spells. The Honkonomicon has 17 charges. It regains 2d8+1 expended charges daily at dawn. While carrying or holding it you can use an action and expend 1 or more charges to cast one of the following spells (save DC 20 and +5 spellcasting ability modifier, or your spell save DC and your spellcasting ability modifier, if higher) from it: call of the Ur-goose* (8 charges), chaos honk* (4 charges), conjure honkland beings* (4 charges), find giant goose steed* (3 charge), gander's blow* (2 charge), gaze of the golden goose* (6 charges), goosefeather fall* (2 charge), planar binding (5 charges, affects only goose creatures - see Goosological Magic), plumage armor* (1 charge), power word quill* (9 charges), storm of the honking chaos* (7 charges), summon goose guardian* (5 charges), swift quillver* (5 charges), web limbs* (3 charges). You can choose to cast any of these spells using your spell slots instead. You can also use an action to cast one of the following spells from the Honkonomicon without using any charge: gooseance, honkeous laughter, quill the dead* . Goosomancy. While holding or carrying this book, any spell that you cast that would have specific effects against fiends or other extraplanar creatures (like protection from evil and good, magic circle or planar binding) can also affect goose creatures in the same way. When you use such a spell against a goose creature, you can increase the spell’s level up to 9th without consuming slots of a higher level (regardless of what spell slot you used, if any) and the goose creature has disadvantage on its saving throw against the spell. Additionally, a protection from evil and good spell that only affects goose creatures is active on you while you are carrying or holding the book (non concentration required). If dispelled, the book activates this spell on you again at the beginning of your next turn. Destroying the Honkonomicon. To destroy the book, each of the three geese of power must tear out a third of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a location close to the heart of the Limbo through the book. There, the book must be thrown into the swirling core of the plane of chaos, assuming that the character can survive the plane and its inhabitants. One or more death slaads will try to stop this Sample file effort.
Variant: Circle of the Honk Spells If you own Circle on the Honk, add all spells from that book to the Spell feature of the Honkonomicon artifact. Casting one of these spells costs 1 charge per spell level. The Real Game of the Goose Wondrous Item, Common This popular board game is imbued with the magical and chaotic energies of geese. When two or more creatures (up to a maximum of eight) play with it against each other for at least 1 hour, they make a d20 roll (applying the dice set proficiency to the roll, if any). The creature that scores higher rolls a d6: 1. Until the end of your next long rest you can cast the speak with animals spell once, without spending a spell slot or providing any components. 2. You gain 1d6+1 temporary hit points. 3. Until the end of your next long rest you gain advantage on your next Persuasion (Charisma) check. 4. Until the end of your next long rest you add 1d4 on your next saving throw. 5. You gain inspiration. 6. You automatically succeed the first death saving throw made within the next 24 hours. The creature that scores lower, and anyone who has been caught cheating, rolls a d6: 1. Until the end of your next long rest all geese are hostile towards you and attack you on sight. 2. Until the end of your next long rest you randomly honk while speaking. 3. Until the end of your next long rest all your hair (if any) becomes feathers (color chosen by DM). 4. For the next hour you can only walk backward. 5. You instantly honk and lay an egg. Everyone nearby knows it. 6. You gain webbed hands (see web limbs* spell) that lasts until you roll a natural 1 or 20 on a d20 roll. After using the real game of the goose you can’t use it again until the next dawn. Totally Normal Goose Figurine (Figurine of Wondrous Power) Wondrous Item, Very Rare This new kind of figurine of wondrous power is a statuette of a common white goose that looks totally normal. However, with a successful DC 10 Intelligence (Investigation) check you can find that the goose holds a little knife in his beak. This statuette can become a demogoose of many mouths for 1 minute. Unlike other figurines of wondrous power the creature is hostile towards everyone and will attack the closest creature to the best of its ability. The demogoose understands your languages but does not obey your spoken commands. At the end of the minute of transformation roll a d20. On a 1 the demogoose of many mouths is totally free and does not revert to its figurine form. If it reverts to its figurine form it can't be used again until 7 days have passed or until you make a worthy sacrifice to Anserath. Wild Goose Chasers Wondrous Item, Uncommon (Requires Attunement) These boots are said to have been created by disciples of the Ur-goose to spread disorder and confusion in the name of their patron. While you wear them you leave tracks like those of a goose the size of a grown man. You also gain the following benefits: You can use a bonus action to gain a flying speed equal to your walking speed. This effect lasts for 10 minutes and you can’t use it again until next dawn. You can use a bonus action to move through solid earth or rock without any hindrance, you also gain the benefits of freedom of movement spell. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. This effect lasts for 1 round and you can’t use it again until the next dawn. Sample file
An adventurer flying on the wings of a rhonk Sample file
I Goostiarium n these pages you will find several specimens of goosekind that the characters can fight, befriend or tame (or die trying), ranging from the humble domestic goose to the geese of power themselves. For more goose creatures, see the Honkrasque and Circle of the Honk on DMsGuild. CR Creature Type 0 Domestic Goose Beast 0 Wild Goose Beast 1/4 Goose Skeleton Undead 1/4 Goose Zombie Undead 1/2 Honkatrice Monstrosity 1 Feathered Ooze Ooze 1 Feathered Wrath Undead 1 Flock of Geese Beast 1 Giant Goose Beast 2 Grifoose Monstrosity 2 Weregoose Humanoid 3 Demogoose Fiend 4 Feathers Golem Construct 4 Honkecho Undead 5 Megoosa Monstrosity 6 Goose of the Golden Feathers Celestial 6 Honkimera Monstrosity 7 Demogoose of Many Mouths Fiend 7 Mother Goose Fey 10 Honkdra of the Ponds Monstrosity 11 Rhonk Monstrosity 12 Gray Honker Monstrosity 13 Gooseflayer Collective Aberration 15 Honkecho, Primal Undead 18 Honkraken Monstrosity 23 Anserath Fiend 24 Great Golden Goose Celestial 26 Ur-goose Elemental Goose Creatures (Goose Tag) For the purpose of this book, a "goose creature" is a creature with the Goose tag. Several components of this book refer to goose creatures, like the spell conjure honkland beings or the Honkonomicon artifact. You will see that all of the creatures in the following pages have the Goose tag, except for the fabled Mother Goose. The DM could expand the Goose tag to creatures from other books when it makes sense to do so, such as for the monster from Circle of the Honk. Honkify Your Monster If you wish so, you can turn a monster into its goose-related version by changing its physical appearance and behavior and adding the Goose tag to it. Here's some examples: Goosicorn (Unicorn) If you roam in an enchanted forest, you might encounter one of the sacred children of the Great Golden Goose: the legendary goosicorn. This celestial giant goose can manifest its shimmering shield with a holy honk, and attacks with its wings just as hard as a unicorn would with its hooves. Honkering Beaker (Gibbering Mouther) When the energies of the Far Realm contaminate the powers of goosekind, the result can be a goose-shaped gibbering mouther called a honkering beaker. This goosish aberration has a moltitude of beaks that express its gibbering ability as a cacophony of honks. Vronk (Vrock) A vrock demon that belongs to Anserath's following is called a vronk. Its head and beak resembles more of a goose than a vulture, and its stunning screech sounds like a high-pitched honk. Magical Attacks and Damage Instead of writing the Magical Weapons ability in the stat blocks, we have chosen to indicate if an attack deals magical bludgeoning, piercing or slashing damage in the text of the attack itself, like in the following example "19 (2d10 + 8) magical piercing damage". For all intents and purposes, consider a creature with this kind of wording in Sample file its stat block as having the Magical Weapons ability.
Sample file
Anserath Anserath, the Honking Chaos, is the demon lord of anger and pointless destruction. Originally created by Pazuzu as his war dog, Anserath immediately fell out of control and ran away from its master. After doing so, the Honking Chaos first joined Demogorgon, then abandoned him too to go on its own way. Now Anserath nests in the Seeping Woods of Yeenoghu's Realm, claiming no allegiance to any demon other than itself and frequently scouring through the Abyss in search for an excuse to move battle to anybody or anything. The demon lord is also known as the Raging Mouths because of its insatiable desire to bite and eat anything on its trail. The dozens of goose heads composing Anserath's body are perpetually honking in a mixture of anger and hunger, and will never lose the chance to try to "taste" something in front of them. As primordial chaos flows strongly inside of the demon lord, creatures bitten by it can experience severe avian mutations that can eventually turn the victim into an actual demogoose, a demonic goosish horror. See Chapter 1 for more information about Anserath. Anserath's Lair Anserath has a permanent nest in the Seeping Woods, on the layer of the Abyss known as Yeenoghu's Realm. However, the Honking Chaos is often wreaking havonk somewhere else and has the habit to temporarily nest wherever it’s spending some time. The Raging Mouth's lair is a tangle of materials picked from its surroundings, and extremely foul. Lair Actions On initiative count 20 (losing initiative ties), Anserath can take one of the following lair actions; it can’t take the same lair action two rounds in a row: Festering Filth. Until the next initiative count 20, creatures in the lair have disadvantage on saving throws against poison and take an extra 5 (1d10) poison damage whenever they take any damage from any source. Unbearable Noise. All of the demon lord's heads bicker and honk purposelessly. Until the next initiative count 20, all creatures in the lair except for Anserath are deafened, have vulnerability to psychic damage and make Wisdom saving throws with disadvantage. Warping Goose Heads. Three demonic goose heads spawn from the ground and beak as many nearby creatures. Each target makes a DC 24 Dexterity saving throw, taking 10 (3d6) magical piercing damage and becoming grappled on a failed save (DC 18 to escape). A creature grappled by one of these heads is eligible to be targeted by the Feed the Geese legendary action. The heads disappear when Anserath uses another lair action, freeing any creature grappled by them. Regional Effects The region containing Anserath’s nest is warped by its magic, creating one or more of the following effects: Corrupted Birth. Once per day, an egg hatching within 6 miles of the lair gives birth to a demogoose* if Anserath wishes so. The demogoose grows to full size within one round. Raging Geese. Goose creatures within 6 miles of the lair develop violent tendencies (even more than usual) and could try to eat any other creature. Filthy and Hungry. Within 6 miles of the lair, creatures need two days of food per day to sustain themselves. Additionally, Wisdom (Medicine) checks have disadvantage, and Charisma (Intimidation) checks have advantage. If Anserath dies, these effects fade over the course of 1d10 days. Fowlish Mutations When Anserath feeds upon a creature, it randomly twists and warps the creature's body to make it more and more in the demon lord's resemblance, until it become a horrifying demogoose*. When this happens, roll on the Fowlish Mutations table. The greater restoration spell or similar magic heals a mutation, as does a remove curse spell casted by a goose creature. Fowlish Mutations d8 Mutation 1 The target's feet become webbed. Its speed is halved, but gains a swim speed equal to its basic speed. 2 The target's head becomes the one of a goose. It can't speak or cast spells with verbal components, but can make unarmed attacks with the beak that deal 1d4 damage plus its Strength modifier. 3 The target's arms become goose wings. The target drops everything that it's holding and has no hands anymore, but gains a flying speed of 15 feet. 4 The target grows oversized feathers all over its body. It has disadvantage on Dexterity checks (including initiative) but makes all saving throws against cold with advantage. 5 The target grows a set of hardened bone spurs on each of its elbows or wrists. These bone spurs can be used as unarmed attacks, and deal 1d6 bludgeoning damage plus its Strength modifier on a hit. 6 The target's neck becomes surprisingly long and can't sustain the head's weight anymore. The target has disadvantage on Wisdom (Perception) checks. 7 The target's tongue develops oversized razorsharp teeth. Whenever the target takes an action that requires it to swallow or speak (like drinking a potion or casting a spell with verbal components) roll a d20. On a 1, the target takes 1 piercing damage. 8 The target's brain shrinks and becomes a goose brain. The target has advantage on saving throws against being frightened and disadvantage on Intelligence attack rolls, ability checks and saving Sample file throws.
Anserath, the Honking Chaos Gargantuan Fiend (Goose), Chaotic Evil Armor Class 21 (natural armor) Hit Points 312 (16d20 + 144) Speed 40 ft., climb 40 ft., fly 50 ft. STR DEX CON INT WIS CHA 27 (+8) 8 (-1) 29 (+9) 7 (-2) 17 (+3) 26 (+8) Saving Throws Dex +6, Int +5, Wis +10, Cha +15 Skills Athletics +15, Intimidation +22, Perception +17, Survival +10 Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing (only while berserking honkwakening is active) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, poisoned, prone Senses truesight 120 ft., passive Perception 27 Languages understands All, telepathy 120 ft. Challenge 23 (50,000 XP) Proficiency Bonus +7 Berserker Honkwakening (Recharges after a Short or Long Rest). If Anserath would be reduced to 0 hit points, its current hit point total instead resets to 310 hit points, it recharges its Cachonkphonical Madness, it regains any expended uses of Legendary Resistance, and it gains resistance to bludgeoning, piercing and slashing damage for 1 hour. Additionally, the Anserath can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 50,000 XP (100,000 XP total) for defeating the Anserath after its Berserk Honkwakening activates. Freedom of Movement. Anserath ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Legendary Resistance (3/Day). If Anserath fails a saving throw, it can choose to succeed instead. Magic Resistance. Anserath has advantage on saving throws against spells and other magical effects. Reactive. Anserath can take one reaction on every turn in combat. Uncountable Heads. Anserath has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Multiattack. Anserath attacks with its Webbed Claws twice, then can attack each target in reach with A Thousand Beaks or cast a spell. Webbed Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) magical piercing damage. Once per turn, Anserath can force a hit target to make a DC 23 Strength saving throw, pulling the target within 5 feet of Anserath's space on a failed save. A Thousand Beaks. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) magical piercing damage and the target becomes grappled (DC 23 to escape). Abyssal Honks (Recharge 5-6). Each of Anserath's heads honks horribly and the demon chooses up to six points it can see within 150 feet. Each of these points magically bursts into a 15-foot radius honksplosion and everything in the area is affected by one of the following effects. A target in the area of more than one burst is affected only once. Roll a d6: 1-2. Each target makes a DC 24 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Flammable materials in the area catch fire. The area becomes heavily obscured by smoke until the end of Anserath's next turn. 3-4. Each target makes a DC 24 Constitution saving throw. On a failed save, a target takes 49 (9d10) thunder damage and is pushed into the closest space out of the area. On a failed save by 5 or more, a target is also stunned until the end of its next turn. 5-6. Each creature makes a DC 24 Constitution saving throw. On a failed save, a target takes 66 (12d10) poison damage and becomes poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Anserath casts one of the following spells, requiring only verbal component and using Charisma as the spellcasting ability (spell save DC 23): At will: chaos honk, confusion, dominate beasts (goose beasts have no save), honkeous laughter 1/day each: feeblemind, teleport Legendary Actions Anserath 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 monster regains spent legendary actions at the start of its turn. Attack. Anserath makes an attack. Cachonkphonical Madness (Costs 2 Actions). Each of Anserath's heads honks disturbingly. Every creature within 20 feet of Anserath that can hear it makes a DC 23 Wisdom saving throw. On a failed save, a creature takes 13 (2d12) psychic damage and becomes frightened. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on a success or taking another 6 (1d12) psychic damage on a failed save. A creature that goes to 0 hit points while frightened in this way receives a long term madness (see Chapter 8 of the Dungeon Master's Guide). Feed the Geese (Costs 2 Actions). Each creature grappled by Anserath takes 14 (4d6) magical piercing damage, becomes restrained while grappled and makes a DC 23 Constitution saving throw. On a failed save, a creature develops a random goose mutation (see Fowlish Mutations for the table and for how to heal from it). After three of these mutations, a creature turns into a demogoose*. A creature affected by the web limbs spell counts as already having one of these mutations. Mythic Actions If Anserath's Berserker Honkwakening trait has activated in the last hour, it can use the options below as legendary actions. Charge of A Thousand Beaks (Costs 2 Actions). Anserath moves up to its speed in a straight line. When Anserath enters the area of a creature while doing so, it attacks the creature with A Thousand Beaks. Honkfusion. Anserath casts the confusion spell with its Sample file Spellcasting.
Demogoose One of the noisiest and filthiest spawns of the Abyss, the demogoose is a fiend that exists as the result of Anserath's chaotic corruption on another life-form. Since even just the mere vicinity of the Honking Chaos is enough to make any hatching egg generate a demogoose, these fowlish horrors follow the demon lord's path and are considered an ominous sign of its influence over a region. These fire breathing fiends are considered hateful and undesirable even by demon standards, since when a demogoose shakes its wings to fly, it releases all kinds of filth around itself. Also the demon adores to terrorize the enemies with its honk and then jump on them, taking advantage of the terror and mayhem that it just induced. Demogeese incarnate primordial chaos to the point of making it impossible to restrain them. This, added to the fact that they know no fear, is particularly frustrating for cultists or even more powerful demons that wish to control them for their purpose. Whoever ends up summoning a demogoose (willingly or by mistake) soon realizes that they are better employed as a tool to wreck pure havoc, than as part of any careful planning. Demogoose of Many Mouth Being an embodiment of raw chaos, demogeese are destined to be constantly warping and evolving (if you can call it so) even more than other members of demonkind. A demogoose that survives long enough and eats plenty of living creatures can eventually become a demogoose of many mouths: a stronger, bigger and more horrifying incarnation of Anserath's wrath and hunger, and closer to the demon lord's unnatural shape. When a demogoose of many mouths arrives in an area where other minor members of its kind are present, all regular demogeese (and possibly some other evil goose creatures) can start to follow it, forming a flock that is gonna try to nest in the area. Then they will try to steal eggs from other creatures that, when kept in the nest for long enough, will spawn brand new demogeese. If not destroyed in time, these fiendish nests can soon go out of control and become a very big, honking concern for Sample file everyone in the region.
Demogoose Medium Fiend (Goose), Typically Chaotic Evil Armor Class 13 Hit Points 45 (7d8 + 14) Speed 40 ft., fly 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 16 (+3) Saving Throws Str +5 Skills Acrobatics +5, Intimidation +7, Perception +2 Damage Resistances acid, fire, thunder Damage Immunities poison Condition Immunities frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, telepathy 60 ft. Challenge 3 (700 XP) Proficiency Bonus +2 Filthy Fly. When the demogoose flies, each creature within 10 feet of its starting and landing point makes a DC 12 Constitution saving throw. On a failed save, a creature becomes poisoned until the end of its next turn. Freedom of Movement. The demogoose ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Actions Barbed Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and 5 (1d10) poison damage and the target makes a DC 13 Constitution saving throw. On a failed save, it has disadvantage on its next ability check or attack roll before 1 minute has passed because of the pain of the bite. Honk of Terror. The demogoose honks into the air to put terror in the hearts of its enemies. Each creature of the demogoose's choice that is within 60 feet of the demogoose and can hear it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The demogoose has advantage on attack rolls against frightened creatures. A creature can repeat the saving throw at the end of each of its turns, 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 demogoose's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6). The demogoose breathes fire in a 40-foot line in front of it. Any creature in the area makes a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a success. Demogoose of Many Mouths Large Fiend (Goose), Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., fly 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 19 (+4) 3 (-4) 12 (+1) 18 (+4) Saving Throws Str +7, Con +7 Skills Acrobatics +5, Intimidation +10, Perception +4 Damage Resistances acid, fire, thunder Damage Immunities poison Condition Immunities frightened, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 7 (2,900 XP) Proficiency Bonus +3 Freedom of Movement. The demogoose ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Three Heads. The demogoose has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Toxic Fly. When the demogoose flies, each creature within 10 feet of its starting and landing point makes a DC 15 Constitution saving throw. On a failed save, a creature takes 3 (1d6) poison damage and becomes poisoned until the end of its next turn. Actions Multiattack. The demogoose makes three attacks with its Barbed Beak. It can make a Honk of Terror or a Fire Breath instead of any of these attacks. Barbed Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage and 5 (1d10) poison damage and the target makes a DC 15 Constitution saving throw. On a failed save, it has disadvantage on its next ability check or attack roll before 1 minute has passed because of the pain of the bite. Honk of Terror. The demogoose honks into the air to put terror in the hearts of its enemies. Each creature of the demogoose's choice that is within 60 feet of the demogoose and can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The demogoose has advantage on attack rolls against frightened creatures. A creature can repeat the saving throw at the end of each of its turns, 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 demogoose's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6). The demogoose breathes fire in a 40-foot line in front of it. Any creature in the area makes a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a success. Sample file
Feathers Golem A feathers golem is an unusual implementation of the formula to create one of these artificial guardians. As opposed to other constructs that are made of more durable materials, a feathers golem is created when the crafter prefers adaptability to strength, or just has access to a great quantity of feathers (maybe because of the presence of other goose creatures). Its ability to pass through small cracks makes it ideal to guard places with particularly narrow corridors or natural caverns, and the capacity to attack with its feathers enables it to fight toe to toe with ranged opponents or even to control small groups of adversaries. As it happens with other kinds of golems, this version can suffer from attacks of berserking rage, even aggravated by the presence of goose components as part of its body. Creation. Crafting a feathers golem with a manual of golems created for this purpose requires 20 days of work and 25,000 gp of supplies. See Dungeon Master's Guide for the complete rules on how to use a manual of golems. Feathers Golem Medium Construct (Goose), Unaligned Armor Class 13 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 15 (+2) 3 (-4) 8 (-1) 1 (-5) Damage Resistances bludgeoning, cold, piercing Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft., passive Perception 9 Languages understands the languages of its creator but can't speak Challenge 4 (1,100 XP) Proficiency Bonus +2 Amorphous. The golem can move through a space as narrow as 1 inch wide without squeezing. Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 5-6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Flammable Body. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. However the golem's body immediately catches fire. While on fire, the golem takes 5 (1d10) fire damage at the end of each of its turn, but the golem's melee attacks deal an extra 5 (1d10) fire damage. The golem stops being on fire if it receives cold damage, is exposed to water or a similar liquid or if the golem makes a successful DC 10 Dexterity saving throw as an action to turn off the fire. Pouring a liquid on the golem also requires an action. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Actions Multiattack. The golem makes two Feathered Slam attacks. Feathered Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) magical bludgeoning damage. If the target has a nose and is not immune to the poisoned condition, it makes a DC 12 Constitution saving throw. On a failed save, the target starts to sneeze uncontrollably and is incapacitated until the end of its next turn. Quill Shot. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 8 (1d10 + 3) magical piercing damage. Quill Spray (Recharge 5-6). The golem sprays quills in a 40-foot cone, or in a 20-foot radius area centered on itself. All other creatures in the area make a DC 12 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) magical piercing damage plus an additional 11 (2d10) fire damage if the golem is on fire, and the target subtracts the result of d6 to any ability check or attack roll. On a success, a creature takes half as much damage and no d6 penalty. The d6 penalty lasts until the target receives 5 or more points of magical healing or until the quills are removed with a successful DC 12 Wisdom (Medicine) check as an action. A creature that fails a saving throw against this action more than once within 24 hours also becomes targeted by the web Sample file limbs spell (DC 12).