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Honkonomicon

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75% found this document useful (4 votes)
3K views82 pages

Honkonomicon

Uploaded by

Diego
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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HONKONOMICON

Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in
the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2023 by Paolo Davolio and published under the Community Content
Agreement for Dungeon Masters Guild.
Credits
Lead Designer: Paolo Davolio (Echidna Design) Playtesters: João Abrantes, Andrea Benassi, Matteo
Subclasses Development: Vall Syrene (VS Press) Cavicchioli, Daniel Correia, Pedro Coutinho, Alberto Ferrari,
Spells Development: Sandro Degl'Innocenti (Simius Nuno Manuel Ferreira Côrte-Real, Marco Grattarola, Simone
Ludens) Malvezzi, Andrea Margini, Daniela Matos, Simone Morini,
Magic Items Development: Alberto Ferrari Miriam Mosca, Alessandro Pergetti, Mattia Prati, João
Creatures Development: Paolo Davolio Rodrigues, Valeria Trojan, Marco Zanichelli
Additional Writing: Paolo Davolio Special Thanks to: Matteo Cavicchioli, The Eren
Editor: Nicolò Di Croce, Gerthe Moser, Daniela Matos Chronicles, Michele Gatti, Andrea Margini, Nikolaos
Ostadimitris, George Sfendourakis
Art Director: Paolo Davolio
Graphic Designer and Layout: Paolo Davolio Content Warning
Cover Illustrator: Florian Jonak Some of the game components reference the rules for
Other Illustrators and Graphic Designers: madness from the Dungeon Master's Guide.
Federico Zanetti: pages 46, 49, 51, 52, 62 and 78
Franco Zanichelli: pages 59, 61, 66, 69 and 74 Pdf Version
Naomi Marra: pages 38 and 42
Daniel Comerci: pages 18 (right), 27 and 79 v.1.0 01/04/2023: first release.
Anthony Cournoyer: page 43 (top)
Gary Dupuis: pages 21 and 67
Forrest Imel: page 12
Jack Holliday: page 44
Florian Jonak: page 70
Henrik Karppinen: page 5
Kuro KS Frost: page 28
Jennifer S Lange: page 34. Some artwork © 2022 Jennifer S.
Lange, used with permission. All rights reserved.
John Latta: page 15
Beto Lima: page 11
Joakim Olofsson: page 7
Jared Ondricek: pages background (edited by Paolo Davolio)
Nikita Orlov: page 8
Eric Pommer: page 31
Polina Sokolova: page 53 (edited by Simone Malvezzi)
Dean Spencer: pages 17, 34 (top) and 40 (top)
Quico Vicens-Picatto: page 24
Mikhail Vozdvizhensky: page 55
Created with GM binder

On the Cover
An ambitious warlock of the Honking Chaos summons the
power of the Honkonomicon to bind a honkraken while
wielding the cane of the silly goose. His vicious goose familiar
Echidna Design
assists him in this dangerous endeavor.
Disclaimer: Echidna Design doesn't recommend you to summon the Ur-
goose in a closed space. Make sure to open all windows before dealing
with goosish powers, especially if a demogoose, a feathered ooze or
Anserath are involved. The crown of the flaming goose is not designed to
be worn during important social events.
Contents
Chapter 1: Honktroduction .........................................................4 Magic Honktems .........................................................................37
Table: Magic Honktems per Rarity ......................................37
Welcome to the Honkonomicon ....................................................4 Apparagoose of Kwalish .........................................................37
Other Books ...................................................................................4 Cane of the Silly Goose ..........................................................38
Practice Safe Honking .................................................................4 Crown of the Flaming Goose ................................................38
Deep Into the Honkverse ............................................................ 4 Eyeglasses of Mother Goose .................................................38
Geese of Power .................................................................................5 Golden Egg of Divinity ........................................................... 39
Anserath, the Honking Chaos .................................................... 5 Goose Cooker ...........................................................................40
The Great Golden Goose ............................................................ 6 Goose Quill ...............................................................................40
Ur-goose, Primordial of Havonk ................................................7 Goose Wine .............................................................................. 40
Chapter 2: Goose Subclasses .................................................... 9 Goosebumps Cloak .................................................................41
Gooseslinger .............................................................................41
Barbarian: Path of the Fowlish Fury ............................................ 9 Honkarina ................................................................................. 41
Bard: College of Feathers .............................................................10 Honkenbonker ......................................................................... 41
Cleric: Domain of the Golden Goose .........................................12 Honkonomicon .........................................................................42
Fighter: Squarkmaster ................................................................. 14 The Real Game of the Goose ................................................43
Monk: Way of the Wild Goose .....................................................15 Totally Normal Goose Figurine ............................................43
Paladin: Oath of the Righteous Gander .................................... 16 Wild Goose Chasers ...............................................................43
Ranger: Goose Guardian ..............................................................18
Goose Companion ......................................................................19 Chapter 4: Goostiarium ............................................................. 45
Rogue: Avian Menace ....................................................................20 Table: Creatures per CR ............................................................45
Sorcerer: Goose-Blooded .............................................................22 Goose Creatures .........................................................................45
Warlock: The Honking Chaos ..................................................... 24 Honkify Your Monster ................................................................45
Table: Chaotic Requests ............................................................25 Anserath ....................................................................................... 47
Additional Eldritch Invocations ...............................................26 Demogoose ..................................................................................49
Wizard: Fowlemancy .....................................................................27 Demogoose of Many Mouths ................................................49
Chapter 3: Goosish Magic .........................................................29 Feathers Golem .......................................................................... 51
Feathered Ooze ...........................................................................52
Spells of the Honk ......................................................................29 Feathered Wrath .........................................................................53
Table: Spells per Level .............................................................. 29 Flock of Geese .............................................................................54
Call of the Ur-goose ................................................................30 Giant Goose .................................................................................54
Chaos Honk ..............................................................................30 Goose ............................................................................................ 56
Conjure Honkland Beings .....................................................30 Domestic Goose ......................................................................56
Find Giant Goose Steed ........................................................30 Wild Goose ...............................................................................56
Gander's Blow ......................................................................... 31 Goose of the Golden Feathers ................................................. 57
Gaze of the Golden Goose .................................................... 31 Goose of the Golden Eggs .....................................................57
Gooseance ................................................................................31 Goose Skeleton ...........................................................................58
Goosefeather Fall ....................................................................31 Goose Zombie .............................................................................58
Honkeous Laughter ................................................................32 Gooseflayer Collective ...............................................................59
Plumage Armor ....................................................................... 32 Gray Honker ................................................................................ 61
Power Word Quill ................................................................... 32 Great Golden Goose .................................................................. 63
Quill the Dead ..........................................................................32 Grifoose ........................................................................................ 65
Storm of the Honking Chaos ................................................33 Honkatrice ................................................................................... 65
Summon Goose Guardian ....................................................33 Honkdra of the Ponds ................................................................66
Goose Spirit ..........................................................................33 Honkecho ..................................................................................... 67
Swift Quillver ...........................................................................34 Primal Honkecho ....................................................................67
Web Limbs ................................................................................34 Honkimera ................................................................................... 69
Fowlish Curses ........................................................................... 35 Honkraken ................................................................................... 70
Mother Goose ..............................................................................72
Table: Mother Goose's Nursery Rhymes ............................72
Megoosa ....................................................................................... 74
Rhonk ............................................................................................75
Ur-goose ....................................................................................... 76
Weregoose ....................................................................................79
Adventure Hoonks ......................................................................80
Chapter 1: Honktroduction
Welcome to the Practice Safe Honking
Honkonomicon Before introducing the materials from the Honkonomicon in
an ongoing campaign, consider the following:
Within these pages lies the knowledge of the power of geese
and how to wield it. The Honkonomicon presents plenty of A lot of what you will find in this book can easily introduce
option both for the DM and the players, designed to ensure a certain dose of silliness in your games (and we designed
that chaos and havonk will reign supreme, because peace it specifically for this purpose).
was definitely never an option. Some components of this book (like the crown of the
flaming goose wondrous item) might enable or reinforce
Chapter 1: Honktroduction the chance of conflict between playing characters.
Several components of this book (like the call of the Ur-
In this first chapter you will find informations on how to best goose spell) can introduce sudden events or random
use this book. Following that, the Geese of Power section effects that can disrupt the regular flow of an adventure.
goes in depth into the lore and powers of Anserath, the Great
Golden Goose and the Ur-goose, laying the foundation for the The main theme of the Honkonomicon is chaos, and we
rest of the book. designed it with that in mind. We love chaos, and we hope
you do too. Nonetheless, consider how the points above will
Chapter 2: Goose Subclasses sit with your group. For example, while most players and
groups enjoy a good joke here and there, this amount of
Here you will find eleven subclasses deeply tied to the geese silliness might not work well with a Curse of Strahd
of power and to goosekind in general. There is one subclass campaign, and conflict among characters can be an
per each class in the Player's Handbook except for the druid, especially tricky topic for most groups.
that you can find in Circle of the Honk. It might be worth it to discuss these points ahead openly
Chapter 3: Goosish Magic during session zero, or to have a new session zero about
them. If you are in doubt between redoing session zero or
The first section, Spells of the Honk, contains sixteen spells not, it's probably better that you do so.
of all levels to enable any spellcaster to wield the power of If that's what you need to do, feel free to adapt the
geese, while Fowlish Curses proposes seven goosish curses description and lore of what you'll find in this book to better
that follow the same rules of the ones in Van Richten's Guide suit the style and aesthetic of your campaign. The Great
to Ravenloft. The last section, Magic Honktems, presents Golden Goose will forgive you.
sixteen magic items of all rarities (from Common to Artifact)
including the Honkonomicon itself. Deep into the Honkverse
Chapter 4: Goostiarium If you wish to delve deeper into the chaotic powers of geese,
you can check the DMsGuild for more books on this same
The last chapter is all dedicated to the children of the honk: theme, as:
goose creatures spreading from CR 0 to CR 26, including the
geese of power themselves. Here you will also find some Circle of the Honk by Vall Syrene (VS Press | Vall Does
indications on how to honkify any creature, and the DnD) featuring: a druid subclass, new spells and
Adventure Hoonks section with six quest ideas involving creatures.
geese, divided per tier of play. The Honkrasque by Paolo Davolio (Echidna Design)
featuring an avian version of the tarrasque.
Other Books Honkdra by Lord of Eat, featuring several versions of the
goose-headed hydra.
To use this compendium you need the Player's Handbook,
Dungeon Master's Guide and Monster Manual. Of these, you can find the Honkrasque and Circle of the
You will find references to other books, especially Circle of Honk at a discounted price within the Honkonomicon
the Honk by Vall Syrene. Even if having these books might Bundle.
give you additional insight or goosish content, you don't need
them to use this compendium.
A cultist of the Honking Chaos
ignites filthy green flames for
Geese of Power his lord Anserath

Anserath, the Honking


Chaos
Also known as the Raging Mouths, Demogorgon's Pet and
the Honking Chaos, Anserath is a multi-headed abyssal
horror of terrible proportions. The dissonant honks of its
several avian maws echo through the whole Abyss, making
smaller fiends shiver and powerful demons shake their heads
in concern.
Chaos and Rage
Of the three Geese of Power, Anserath is the one that
embodies chaos in the most destructive way. The chaotic
nature of the Abyss itself flows in its essence, making it
impossible to reliably foresee anything about its behavior. Its
decisions make no sense, and its actions have no purpose
other than delivering wreckage on everything that surrounds
it. At the same time, Anserath is absolutely filled with a kind
of unstoppable, contagious rage that makes it an opponent
impossible to reason with.
Even in the Abyss, other demons mostly treat the Honking savage beast with a wild nature that just can't be tamed.
Chaos as something that should be left alone (or to run away Yeenoghu's followers are taught to not bother Anserath or
from). It has the habit of randomly appearing on the field of engage it during combat, and to get out of its way when it's
major battles between demonic armies, causing chaos and "hunting" (more like "purposelessly destroying"). At the same
confusion among both sides in completely unforeseeable time, the troops of the Prince of Gnolls (or the Prince
ways. himself) often follow after Anserath's, taking advantage of the
mayhem left behind while trying to not catch too much of its
Demon's Pet and Feral Fiend attention.
Another location where The Honking Chaos can often be
Originally, Anserath was created by Pazuzu, flying lord of the spotted is the Endless Maze, the layer of the Abyss that
abyssal skies, as a tool to spread extreme destruction and Baphomet claims as his home. The two beast-shaped demon
confusion on its enemies. However, right after being set loose lords seem to enjoy repeatedly fighting each other, and they
towards its first battle, the Honking Chaos became have a relationship that walks the line between friends and
completely impossible to control and went on its own way, foes.
with terrible mayhem for all sides involved.
Right after that, Demogorgon himself claimed Anserath as Cultists of the Honking Chaos
his own guardian beast and pet, as the two found significant Anserath’s followers are typically violent beings who love to
kinship in their mutual madness and primordial chaotic challenge the status quo by using extreme, unmotivated
nature. For eons, the Raging Mouths accompanied the Prince violence. The demon lord can be a patron for the warlocks of
of Demons in battle and kept him company in their shared
lair, to the point of becoming known as Demogorgon's Pet. the pact of the honking chaos (see Chapter 2).
However, not even the twin-headed demon lord had the His favorite followers gain the Barbed Tongue trait, the
ability to tame such a creature forever. Eventually, Anserath Fiendish Honk trait, or both.
ran away from its master to never come back, glad to let loose Barbed Tongue. The creature has a long, barbed tongue that can
its rage on any being encountered without restrictions. It is be used for unarmed attacks or to grapple a target. The barbed
said that Demogorgon's paranoia played a role in this tongue deals 1d6 piercing damage plus the creature's Dexterity or
decision, even if Anserath's unpredictable nature might be Strength modifier and the creature is proficient with it.
enough of an explanation.
In more recent times, the Honking Chaos has been sighted Fiendish Honk (Recharges after a Long Rest). This creature
mostly roaming around Yeenoghu's Realm, especially in the emits an otherworldly honk that strikes fear and confusion in the
outskirts of the Seeping Woods. The Prince of Gnolls seems hearts of its enemies. Each target chosen by the creature that is
to be proud to call the demon a guest of its realm, and within 30 feet of it and can hear the creature makes a Wisdom
formally considers Anserath as a vassal, even if no such saving throw, with DC 8 + the creature's Charisma modifier + the
official claim has been made. As opposed to what creature's proficiency bonus. On a failure, each target becomes
Demogorgon did, Yeenoghu seems to understand and respect frightened until the end of the target's next turn and uses its
the Raging Mouths as a creature of its own: not a pet, but a reaction to move at its speed in a random direction.
The Great Golden Goose The Golden Flock
Geese are a recurrent presence in several fables and fairy The Goose owes the title of "Mother of Gold" both to her
tales, either physically (like the goose of the golden feathers prolificacy and to her nature. All of the geese of the golden
or the golden egg) or metaphorically (like Mother Goose and feathers (see Chapter X: Monsters) descend directly from her,
her nursery rhymes). In these stories geese represent luck, therefore she's responsible for the existence of all of the
prosperity and care, but they also embody a "morale of the golden eggs in the world. Additionally, it is believed that the
story" that rewards the virtuous and punishes the greedy. Divine Golden Egg (see Chapter X: Magic Items) is none
These creatures and concepts share the same origin and other than her own original, true egg, or at least an egg
inspiration: the Great Golden Goose, a celestial whose directly laid from her.
transcendent powers trace back to the dawn of the In a wider sense, the Mother of Gold considers as part of
multiverse. her flock any humble creature that has been afflicted by
Also known as the Mother of Gold, the Cosmic Migrator or misfortune but never turned to evil or darkness because of
even just "the Goose", she delivers presents and good fortune the hardness of life. When her transcendent sight falls on a
to whomever she deems worthy, and fowlish curses to those humble spirit that needs help, she might send one of her
who try to exploit the good will of her gifts. geese of the golden feathers to lay one or more golden eggs
for it, or to guide a worthy being to a brighter future.
Honkcestral Origins Even if the Great Golden Goose is not a proper deity, her
transcended enlightenment can act as a medium between
Nobody knows who or why the Great Golden Goose was first divine powers and the mortals who share her ideals and
created: she simply exists and always existed, being a nature. Therefore, several temples are built in her name, and
manifestation of the multiverse's chaotic necessity to exercise she delivers power to the clerics of the Golden Goose
freedom in the purpose of searching for its own ultimate Domain (see Chapter X).
meaning. Therefore, the Goose and the egg that created her At the same time, the Mother of Gold is considered an
always existed, both at the same time. Nobody knows which inspiration by many paladins of the Oath of the Righteous
one came first, or even if the Goose will ever meet her end. Gander (see Chapter X) and can act as patron for some
If the Ur-goose embodies chaos in its raw (and mostly celestial warlocks (see Xanathar's Guide to Everything and
destructive) state, the Mother of Gold incarnates its softest the additional invocations in Chapter X of this book).
facets instead: freedom of body, mind and spirit, and the
chance for any being (even the most unlikely and humble one) Gifts of Gold
to turn the tides of its own destiny. However, her chaotic Here are some examples of the supernatural gifts that the
nature can also manifest in the shape of a particularly Great Golden Goose could deliver to a servant or to a worthy
vengeful nature, easy to anger and very dangerous, especially mortal, and a recommended level for each of them (see
when faced by greed and selfishness or when she needs to Chapter 7 of the Dungeon Master's Guide for rules about
protect her flock. Supernatural Gifts):
Blessing of Plumage (Level 1-4). A creature you touch
Migration of the Mind grows golden feathers as if you cast the plumage armor*
The Goose's purpose is to search for the most ambitious of spell. Once you do so, you can't do it again until the next
all answers: the meaning of the multiverse. In her quest to dawn.
resolve the ultimate question, she periodically visits several Blessing of the Guardian Goose (Level 5-10). A celestial
locations of the Upper Planes, the Feywild and the Astral gander is assigned to look over you, and you can summon it
Sea. Most of the time, her travel is like a cycle that brings her as an action as if it was the summon goose guardian* spell
always to the same locations, making it similar to a (Honking Defender only). Once you do so, you can't do it
migration. Every once in a while, the Goose might suddenly again until the next dawn.
change her migration path, visiting other planar destinations Blessing of the Avian Sight (Level 11-16). As an action,
or even the Prime Material. When this happens, her followers you channel the enigmatic gaze of the Goose as if you casted
always consider it as a sign that something portentous (either the gaze of the golden goose* spell. Once you do so, you can't
positive or negative) is about to happen. do it again until the next dawn.
Because of her repeated migrations in search for Blessing of the Golden Quill (Level 17-20). You own a
knowledge and ancestral origin, the Mother of Gold is feather of the Great Golden Goose herself, that you can use
considered one of the wisest beings of the multiverse. There as if it was the power word: quill* spell. Once you do so, the
are many that approach her temples, or even the Goose feather loses all power.
herself, looking for enlightenment or for answers that can't be A holy symbol of the
found anywhere else. However, the Goose is mostly enigmatic Great Golden
and abstracted from reality: she only expresses herself in Goose
divine honks, that need to be interpreted by sages that are
proficient into the fowlish powers.
A settlement set on fire
for the will of the
Primordial of Havonk

other creator entities, as a form of mocking. Many are its


Ur-goose, Primordial of creations and they come in all shapes and sizes, as the
terrifying honkdra, the insidious honkatrice or the dreadful
Havonk honkraken.
All of the progenies of the Primordial of Havonk have one
Ancient entity of chaos, confusion and general mischief, the thing in common: they are designed to be agents of disorder.
Ur-goose is a primordial creature that embodies the more Some bring chaos through mischief, and others through
disorderly aspects of the natural world. It is the most pure literal destruction. Either way, the world soon learned to
and primal representation of goosedom in the absolute sense. never trust a goose.
As druids would teach you, nature knows no ethics or
morality, finding its own purpose in itself: the gentle breeze Enemy of Civilization
that spreads the seeds and the terrifying storms that
eradicate the trees both belong to the same unity, and nature Even if the Primordial of Havonk is neither a deity or a
doesn't perceive one or the other as right or wrong. Disarray leader, there are organizations and individuals believing in
and havoc also have a place in the natural balance, and the what it represents and embodies. Several druidic circles
Ur-goose embodies them perfectly. worship the Ur-goose and consider it their protective spirit.
Usually, those are the ones actively working to fight back
Wild Goose Chase civilization, and so they look up to what they consider the
incarnation of the most chaotic aspects of nature. By
In the time when deities and primordials were at war to worshiping the Ur-goose, these druidic circles aim to be
establish who was gonna be the true ruler, the Ur-goose inspired for new and creative ways to disrupt the
expressed no interest in that conflict. Instead, it took great advancements of organized society, and to ensure that it
enjoyment into acting mischievously towards both sides, doesn't threaten the purity of the wild world.
playing as a wildcard into several battles or just throwing off
everybody's plans for the sake of it. Gifts of Havonk
Following the fall of their enemies, several deities have Here are some examples of the supernatural gifts that the Ur-
been looking for the Primordial of Havonk in every corner of goose could deliver to a worthy bringer of havonk, and a
the Prime Material, going on a literal goose hunt to find it and recommended level for each one of them (see Chapter 7 of
make sure that it couldn't act against them. However it was the Dungeon Master's Guide for rules about Supernatural
never possible to catch it or defeat it, as the Ur-goose is too Gifts):
unpredictable. Additionally, some deities of mischief took
sympathy into their prey and started sabotaging in secret the Charm of the Honkeous Laughter (Level 1-4). This
efforts to find it. charm allows you to cast the honkeous laughter* spell as an
With the eons passing, deities abandoned their wild goose action, no components required. Once used three times, the
chase and found a way to come to terms with the fact that the charm goes away.
Primordial of Havonk will always be out there somewhere, Charm of the Wild Goose Chase (Level 5-10). One pair
potentially throwing off their plans and messing things up. of boots or shoes in your possession becomes a pair of wild
Some sages have been proposing that this might be one of goose chasers* (DM's choice) for the next 10 days. The
the (main) reasons why many deities left the Prime Material charm then vanishes from you and the items go back to
in favor of the Outer Planes. normal.
Charm of the Honktropy (Level 11-16). This charm
Monstrous Mother Goose allows you to cast the prismatic spray* spell as an action, no
components required. Once used three times, the charm goes
One of the favorite occupations of the Ur-goose is to design (if away.
you can call it so) and give birth to creatures made in its Charm of the Primordial Havonk (Level 17-20). You own
image and resemblance, to make sure that disorder can be a goose figurine made of the same materials that the Ur-
spread in each and every corner of the multiverse. goose is made of, that you can break to activate the call of the
Sometimes this is done in plain despise of the products of Ur-goose* spell. Once you do so, the figurine loses its power.
Goose Subclasses

I
n the following pages you will find eleven subclasses Fowl-Step
revolving around geese. There is one per each class
presented in the Player's Handbook except for the 6th-level Path of the Fowlish Fury feature
druid, which you can find in Circle of the Honk. Your movements become more erratic and unpredictable,
making it harder for enemies to land attacks on you. When
you choose to attack recklessly, enemies don’t get advantage
on the first attack roll made against you each turn.
Barbarian: Path of
Honking Retribution
Fowlish Fury 6th-level Path of the Fowlish Fury feature
Barbarians who follow the Path of Fowlish Fury are fearsome When a creature would hit you with a melee attack, you can
fighters that draw their strength from the chaotic energy of use your reaction to emit a furious honk, adding your rage
the goose, and are known for their wild, erratic combat style damage modifier to your AC against the incoming attack,
and unwavering aggression, often terrifying and disorienting potentially causing it to miss. You can use this feature a
their opponents with vicious strikes, honks and hissing. number of times equal to your Constitution modifier. You
These barbarians possess a strong sense of loyalty and regain all expended uses when you finish a long rest.
protectiveness towards their allies, much like the way geese
defend their young. Feathered Frenzy
Honking Rage 10th-level Path of the Fowlish Fury feature
3rd-level Path of the Fowlish Fury feature You can enter a feathered frenzy when you rage. If you do so,
for the duration of your rage, you sprout a set of flightless
When you enter a rage you can emit a loud battle honk, goose wings and become covered in a feathery plumage,
audible out to a range of 60 feet, which staggers your taking on an intimidating, avian appearance. Your movement
opponents and grants you and your allies an edge in combat. speed increases by 20 feet, and you gain a + 2 bonus to AC.
Creatures of your choice that can see you and hear the honk Additionally, when a creature you can see attacks a friendly
must succeed on a Wisdom saving throw (DC equal to 8 + creature within 10 feet of you, you can use your reaction and
your proficiency bonus + your Constitution modifier) or be buffet your wings in their direction to impose disadvantage
frightened of you until the end of your next turn. Additionally, on the roll
if you use your Honking Rage during the first round of
combat, friendly creatures of your choice that can hear your Flock Defense
honk gain a bonus to their attack rolls equal to your rage
damage modifier, which lasts until the end of your next turn. 14th-level Path of the Fowlish Fury feature
You can use this feature a number of times equal to your You can call upon the power of the flock to protect your allies
Constitution modifier. You regain all expended uses when you in battle. When you enter a rage, you can choose a number of
finish a long rest. friendly creatures you can see within 30 feet of you equal to
your Constitution modifier and have them join your flock. For
the duration of your rage, members of your flock have
resistance to nonmagical bludgeoning, piercing and slashing
damage, and when a flock member within 10 feet of you
misses with a weapon attack, you can use your reaction to
emit an encouraging honk, allowing that member to make
one additional weapon attack against the same target.
bolster the attack's damage. The attack deals an additional
Bard: College of Feathers 1d6 force damage per spell level imbued into the feather.
Bards that study within the College of Feathers learn to draw Avian Insight
upon the magical properties of goose feathers to channel
their magic, imbuing the feathers with fragments of their own 6th-level College of Feathers feature
magic to bolster themselves and their allies. Feather Bards, Your attunement to the natural cautious and curious nature
as they are commonly known, enjoy the simple life, emulating of birds gives you insight into the intentions and weaknesses
a lifestyle of comfort, love, mischief, and fierce protection also of your enemies. Whenever you make a Wisdom (Insight)
found in many avian species - particularly the infamous check to determine a creature’s intentions, or make a
gander. Wisdom (Perception) check to seek out hidden objects or
traps, you have advantage on the roll if a bird is within 30 feet
Magical Feathers of your target.
3rd-level College of Feathers feature
You learn to imbue magic into goose feathers. You have a Greater Avian Infusions
leather pack filled with 5 special mundane feathers in which 6th-level College of Feathers feature
to imbue power, which can be reused once their imbued You learn the following powers for you Avian Infusion:
power runs out. As a bonus action, you can expend a use of Recover. You can use an action to expend the magic of an
your bardic inspiration and imbue its magic into one of these infused feather carried by you or another creature within 60
mundane feathers. When imbued, the feather retains the feet of you and end one disease or condition affecting the
effects of the bardic inspiration for 8 hours, or until a creature carrying that feather. The condition can be blinded,
creature holding the feather expends the magic held within it deafened, frightened, paralyzed, or poisoned.
to gain the effects of that bardic inspiration. The number of Strengthen Resolve. When you or another creature
special feathers you can carry increases as you gain levels in holding one of your infused feathers makes a saving throw,
this class, increasing to 8 at 10th level, and 12 at 14th level. the holder can spend their reaction and expend the magic in
When you reach a level that would increase the number of the feather to gain advantage on the roll.
feathers you can carry, you also gain a number of additional Bolster Defense. As a bonus action, you can expend a
special feathers up to your new carry limit. feather carried by you or one creature you can see within 30
Losing Your Feathers. If you lose any of your feathers, you feet of you to grant the bearer a +1 bonus to AC until the end
can perform a special ritual to gain replacement by spending of your next turn. The AC bonus increases by 1 for each spell
1 hour quietly gathering recently dropped feathers of level the feather is imbued with, to a maximum of +6.
appropriate size from nearby birds and imbuing them to be
receptive to your magic. Confounding Feathers
Avian Infusions 6th-level College of Feathers feature
3rd-level College of Feathers feature You can use your special feathers to create an aura of
confusion and misdirection around you. As an action, you can
You learn to imbue your goose feathers with raw magical infuse five of your mundane feathers with a concoction of
power to create potent arcane explosives and magical effects. magical effects and toss them into the air to create a swirling
As an action, you can expend a spell slot of 1st-level or higher aura of color in a 30-foot radius sphere centered on yourself,
to charge one mundane feather with arcane power. Once which lasts for 1 minute. The aura moves with you, and it
charged, you can’t imbue that feather with additional spell- can't pass through solid objects. While this aura is active, you
slots or a use of your bardic inspiration until the original must concentrate on it as if concentrating on a spell. If you
magic in the feather is expended. The feather retains the spell stop concentrating, the aura vanishes immediately. Creatures
slots’s power for 8 hours, or until it is expended, at which of your choice that begin their turn in the aura’s radius or
point the feather magically returns to your hand and becomes enter it for the first time on their turn must make a Wisdom
mundane again. You can expend the feather’s power in one of saving throw versus your bard spell save DC or suffer the
the following ways: effects of the confusion spell. The effects remain for 1 minute,
Detonate. You magically fling the feather towards a point or until the confused creature leaves the aura’s radius, or the
you can see within 30 feet of you, where its magic then aura ends. When the aura ends, the feathers return to you
detonates in a 5-foot radius sphere. Creatures and objects in and become mundane again. Once you use this feature, you
the area must succeed on a Dexterity saving throw versus can’t do so again until you finish a long rest.
your Bardic spellcasting DC or take 1d8 force damage per
level of the spell imbued into the feather.
Enhance. When a creature holding the imbued feather
casts a spell within 30 feet of you, you can use your reaction
to expend the feather’s stored magic into the creature’s spell,
increasing the spell’s save DC or attack roll by 1 for every two
spell levels imbued into the feather.
Bolster. When a creature holding the imbued feather hits a
target with a weapon attack within 30 feet of you, you can use
your reaction to expend the feather’s magic and magically
A Feather Bard showing
his performing skills
Cleric: Domain of the
Golden Goose
Clerics that follow the light of the Great Golden Goose seek
to shower others in gold, riches and joy, whoever and
wherever they may be. They are fierce fighters and close
lovers of nature, drawing upon their divine deity for golden
blessings they can bestow upon their allies and shining wrath
they can rain down on their foes.
Golden Goose Domain Spells
Cleric
Level Spells
1st bless, healing word
3rd calm emotions, goosefeather fall*
5th hypnotic pattern, water breathing
conjure honkland beings*, freedom of
7th
movement
9th hold monster, teleportation circle

Bonus Proficiency
1st-level Golden Goose Domain feature
You gain proficiency with Wisdom (Survival) checks. If you
are already proficient, your proficiency bonus is instead
doubled for any ability check you make using the
aforementioned skill.
Friends of Gold
1st-level Golden Goose Domain feature
You learn the animal friendship spell. The spell counts as a
cleric spell for you, but you always have it prepared, and it Feathered Defense
doesn’t count towards the number of spells you can prepare You surround yourself in an armor of golden feathers, which
each day. When you target Geese or other birds with this lasts for 1 minute. For the duration, you have a +1 bonus to
spell, they have disadvantage on the save. AC, and whenever you take nonmagical bludgeoning, piercing
or slashing damage, that damage is reduced by 2. The armor
Channel Divinity is made up of hundreds of golden feathers. As an action on
2nd-level Golden Goose Domain feature your turn, you can grab a handful of these feathers and
You gain the following Channel Divinity options: present them to one willing creature within 5 feet of you.
When the creature holding the feathers makes a saving throw
Wings of Gold or ability check, they can call upon the feather’s magic to gain
You conjure forth a pair of golden spectral wings that float advantage on the roll. After the roll is made, the bundle of
behind you and last for 1 minute. The wings shed bright light feathers then vanishes with an ethereal honk.
in a 5 foot radius, and dim light for an additional 10 feet. As
an action on your turn, you can have the wings flap furiously, Blessed Treasure
creating a sudden rush of wind which extends out from you 6th-level Golden Goose Domain feature
in a 15-foot cone. Each Huge or smaller creature in the cone’s The light of the Golden Goose shines upon you, bringing you
area must succeed on a Strength saving throw versus your good fortune in your search for shiny objects. You have
cleric spell save DC or be pushed 5 feet away from you and advantage on Wisdom (Perception and Survival) checks
knocked prone. When you reach 17th level in this class, the made to locate objects or traps, and gain a small leather
cone’s size increases to 30 feet. pouch with the symbol of your deity upon it. The leather
pouch can hold up to 1/5 cubic foot/6lbs of coins, and honks
quietly when shaken.
Whenever you loot a container or corpse for the first time The amount of gold you can spend increases as you gain
when holding the pouch, you always manage to find at least levels in this class. At 14th level, you can spend 10 gp to
1d4 gp to put inside it. Money held within the pouch can inflict 2d6 radiant damage. At 17th level, you can spend 25 gp
never be stolen, and money can only be taken out of the to inflict 3d6 radiant damage.
pouch to use for goose-related business. If you try to take You can use this feature a number of times equal to your
money out with an intention to spend or store it elsewhere, Wisdom modifier. You regain all expended uses when you
the coins honk at you in defiance of late stage capitalism finish a Short or Long Rest.
exploits, explode into tiny golden feathers, and are destroyed.
The pouch can hold a total of 50 gp. If you place a Chosen of the Golden Goose
nonmagical item in the pouch, it is immediately destroyed 17th-level Golden Goose Domain feature
and replaced with its monetary value in gold. If there is ever
more money in the pouch than it can hold, the entire contents When you would normally roll one or more d6s to deal
of the pouch is magically donated to the Great Golden Goose, additional radiant damage with your Goose-Driven Strikes,
and is lost. If you lose the pouch, it magically returns to your you instead always roll the maximum number possible on the
side 1d4 hours later, though any items or currency within it dice.
vanishes as payment for its return. In addition, you can use your action to call forth a divine
The bag’s storage capacity increases as you gain levels in projection, which appears as a giant goosely head above you.
this class, being able to hold up to 100 gp at 14th level, and The projection lasts for 1 minute, or until you dismiss it as a
200 gp at 17th. bonus action on your turn. For the duration, the projection
exudes a golden aura in a 30-foot radius sphere. The area in
Goose-Driven Strikes the aura is illuminated in bright golden light, which dispels
magical darkness and illusory effects of 5th-level or lower,
8th-level Golden Goose Domain feature and reveals the true form of any shapeshifters that enter its
You gain the ability to infuse your weapon strikes with radius. Additionally, friendly creatures of your choice in the
blessed gold from your goosely deity. When you damage a aura have advantage on saving throw against spells or other
target within a weapon attack or spell, you can expend 5 gp magical effects originating from creatures that have more
from your Blessed Treasure pouch to deal an additional 1d6 wealth (in gold and treasure) than they do, such as ancient
radiant damage to that target. The gold in the pouch must be dragons, royalty, or affluent nobles and wizards. Once you
real, and cannot be the product of the fabricate spell or other use this feature, you can’t do so again until you finish a long
transmutation magic or ability. rest.
ground, but take no fall damage, provided you are still
Fighter: Squarkmaster wielding both goose-blades.
Squarkmasters are specialized fighters that dance around Channeled Goose-Blades
their foes using a set of long scimitar-like weapons, known as
goose-blades. These weapons are light and nimble, allowing 7th-level Squarkmaster feature
the bearer to deflect blows and drift across the battlefield Your goose-blades count as magical for the purposes of
with all the grace and precision of a goose in flight. overcoming immunity and resistances to nonmagical
damage.
Goose-Blade Fighting Style
3rd-level Squarkmaster feature Feathery Deflection
Starting at 3rd level, you have a set of two goose-blades - 10th-level Squarkmaster feature
special light melee weapons that resemble sharpened goose You gain the ability to use your goose-blades to deflect
feathers. The goose blades are light weapons with the finesse incoming attacks. When you would be hit by a weapon attack
property, and deal 1d8 slashing damage on a hit. You are that you can see, you can use your reaction to make an attack
proficient with these blades, and have a +1 bonus to your AC roll against the incoming blow. If the total of your attack roll
when you dual-wield them. Additionally, you choose one of matches or exceeds that of the incoming attack, you
the Goose-Blade Fighting Styles, detailed below. You can successfully deflect the blow and take no damage from the
choose another Goose-Blade Fighting Style when you reach attack.
10th level in this class.
Bird’s Eye Precision. You have a +2 bonus to attack rolls Squarkmaster's Flourish
you make using goose-blades. When you hit a target with
both your goose blades in the same turn, you can also make 15th-level Squarkmaster feature
one additional weapon attack against that target. You learn how to perform a Squarkmaster's Flourish,
Fowl’s Water Dance. While you are wielding both your circumventing a creature’s defenses to strike where they are
goose-blades, creatures have disadvantage on opportunity weakest. When you take the Attack action on your turn and
attacks made against you. hit a creature with one of your goose-blades, you can use your
Ganderstrike. Once on your turn when you make an attack reaction to flourish the blade, carving into your opponent
roll with your goose blades, you can choose to take a with goosely ferocity and causing a deep wound that reduces
cumulative -1 penalty to the attack roll to increase the attack’s your target’s AC by 2 until the end of your next turn.
damage by 1d4 per penalty taken. You can take a number of
penalties equal to your proficiency bonus. For example, if you Goose-Blade Mastery
chose to take 2 penalties, you would make the attack roll with 18th-level Squarkmaster feature
a -2 modifier, but deal an additional 2d4 damage to your You have mastered the art of using goose-blades in combat,
target, should the attack hit. becoming a whirling dervish of flashing blades and evasive
Winged Maneuvers strikes. When you are wielding both goose-blades and are
subjected to an effect that allows you to make a Dexterity
7th-level Squarkmaster feature saving throw to take only half damage, you instead take no
At 7th level, you learn the ability to use your goose-blades to damage if you succeed on the saving throw, and only half
perform acrobatic maneuvers as if they were wings. When damage if you fail. In addition, when you make an attack roll
you move, you can use your bonus action to flourish your using your goose-blades, you can treat a d20 roll of 9 or lower
goose-blades and gain a flight speed equal to your movement as a 10. You can use this feature a number of times equal to
speed, which lasts until you stop moving. If you end your turn your Dexterity modifier (minimum of 1). You regain all
in the air within this ability, you rapidly descend to the expended uses when you finish a short or long rest.
Flowing Fowl
Monk: Way of the Wild 6th-level Way of the Wild Goose feature
Goose You gain the ability to move across difficult terrain and
Monks that follow the path of the Wild Goose channel through obstacles with ease, much like a goose gliding
the unrelenting speed and aggression of the majestic effortlessly across water. You gain a swim speed equal to your
goose. Monks who follow this path spend years training walking speed, and nonmagical terrain doesn’t slow your
in mountain lakes and hidden monasteries, perfecting movement.
their movements to match their avian counterparts with Fowl’s Endurance
unrelenting precision. Wild Goose monks are known for
their unyielding spirit, razor-sharp strikes, and 11th-level Way of the Wild Goose feature
overwhelming self belief. when you would take damage as a result of failing a saving
throw, you can expend a number of ki points up to your
Fowl’s Stance Wisdom modifier and reduce the incoming damage by 1d6
3rd-level Way of the Wild Goose feature per ki point expended.
You can use your bonus action and expend 1 ki point to Fowl’s Great Flight
assume a wide stance, your legs mirroring that of a goose’s
broad wings and your hands narrowing to replicate its 17th-level Way of the Wild Goose feature
fearsome beak. Your stance lasts for 1 minute, or until you You gain the ability to soar through the air like a wild goose,
end it as a bonus action, are knocked unconscious or reduced moving with incredible speed and agility. As an action, you
to 0 hit points. While in this stance, your movement speed can spend 5 kit points to gain a flight speed equal to your
increases by 10 feet, and your unarmed strikes deal an walking speed, which lasts for 1 minute. For the duration, you
additional 1d4 piercing damage on a hit. ignore magical and nonmagical difficult terrain, and can
hover in place if you end your turn in midair, though you still
fall to the ground if knocked prone. In addition, if you fly at
least 10 feet in a straight line before hitting a target with one
of your unarmed strikes, you can channel the full force of
your flight into your strike, dealing 1d10 force damage per 10
feet moved, to a maximum of 5d10.
Paladin: Oath of
Righteous Gander
Paladins who follow the Oath of Righteous Gander uphold
the justice of the great geese of power and bring mischief and
terror down on their foes. They use their righteous might to
protect the lands of geese and seek out to destroy evil beings
that would seek to harm them.
Tenets of the Righteous Gander
The tenets of the Oath of the Righteous Gander emphasizes
the importance of geese and other avian creatures within the
world’s ecosystem, and celebrates their beauty in all forms.
Its four central tenets are as follows:
Serve the Goose. Ensure all geese you encounter are
well loved and cared for. Through these acts of kindness,
show others the importance of caring for the world around
them.
Spread Joy and Wisdom. Spread playful mischief and
laughter wherever you go. In times of great strife, be the
one to stand and lead others in song and dance.
Migrate Beyond Borders. Life is but a great
migration, and you must enjoy the journey it sets you
upon. Never settle, for adventure lies just beyond the
next border.
Peace Was Never an Option. Only through fear can
you ensure your enemies remain defeated. Show no mercy
to evil, and destroy it utterly, both great and small. Peace
cannot be an option for as long as evil clouds the gander’s
benevolent light.
Oath Spells
3rd-level Oath of the Righteous Gander feature
You gain Oath spells when you reach certain levels in this
class, as show on the Oath of Righteous Gander spell table. Repel Evil. You can use
your Channel Divinity to
Oath of Righteous Gander Spells reveal creatures of ill-intention. As an action, you present
Paladin Level Spells your holy symbol and conjure forth an ethereal golden goose,
which appears in an unoccupied space within 10 feet of you.
1st feather fall, honkeous laughter* The goose is immune to all damage, and immediately gives
3rd hold person, moonbeam chase to any evil creatures within 60 feet of you, or any
creature that harbors an ill-intent towards you, your allies, or
5th call lightning, find giant goose steed* any geese in the vicinity. If there are multiple creatures in
7th dominate beast, storm sphere range, the goose divides into copies of itself and pursues all
creatures equally, though it can do no damage to them. The
9th awaken, summon goose guardian* geese can’t pass through terrain or walls, and can’t interact
with objects. The ethereal goose hisses and honks at the
Channel Divinity creatures for 1 minute before vanishing in a burst of feathers.
3rd-level Oath of the Righteous Gander feature Goose’s Great Fury
You gain the following two Channel Divinity options.
Gander’s Protection. You can use your Channel Divinity to 7th-level Oath of the Righteous Gander feature
protect your allies from harm. Immediately after an attacker When a friendly creature of your choice within 10 feet of you
within 30 feet of you would hit a creature, you can use your makes an attack of opportunity, it gains a bonus to the attack
reaction to entomb that creature in a mound of glittering roll equal to your Charisma modifier. Additionally, beasts
feathers, granting them a +5 bonus to AC and potentially have disadvantage on attack rolls against you and other
blocking the incoming attack. The bonus to AC remains until friendly creatures of your choice for as long as they remain in
the end of your next turn or until the creature moves (thus your aura. At 18th level, the range of this aura increases to 30
shaking off the feathers), whichever comes first. feet.
Goose’s Great Might Avatar of the Great Honk
15th-level Oath of the Righteous Gander feature 20th-level Oath of the Righteous Gander feature
You gain the ability to call forth the spirit of a particularly At 20th level, you become an embodiment of the great geese
aggressive goose to aid you in battle. As a bonus action, you of power. As an action, you can transform into an Avatar of
can summon a vengeful spirit to appear within 30 feet of you. the Great Honk, a radiant magical form which lasts for 1
The spirit takes the form of a spectral goose with a flying minute. While in this form, you gain the following benefits:
speed of 60 feet. When you call forth the spirit, you can make
a melee spell attack against a creature within 5 feet of it. On a Your size increases to Large, and you gain a flying speed
hit, the target takes force damage equal to 3d8 + your of 80 feet.
Charisma modifier. As a bonus action on your turn, you can You gain resistance to bludgeoning, piercing, and slashing
mentally command the spirit to move up to its speed and damage from non-magical attacks.
repeat the attack against a creature within 5 feet of it, or have You can use an action to exude a terrifying hiss that can be
it take the help action. Additionally, whenever you cast a spell, heard up to 500 feet away. Creatures of your choice within
you can choose to cast it through the spirit, provided the 120 feet of you that can hear the hiss must make a
spirit is within 30 feet of you, can see your target, and is in Wisdom saving throw against your paladin spell save DC
range to deliver the spell. The spirit lasts for 1 minute, or or be frightened of you for 1 minute.
until you dismiss it as a bonus action on your turn, fall Once per turn, you can use your action to unleash a
unconscious, or it is subjected to the dispel magic spell or thunderous cacophony of honks in a 60-foot cone.
similar magic. Creatures in the area must make a Constitution saving
throw versus your paladin spell save DC, taking 10d10
thunder damage on a failed save, or half as much on a
successful one. You can use this ability a number of times
during the transformation equal to half your Charisma
modifier (minimum of once), rounded down.
Once you use this feature, you can’t do so again until you
finish a long rest, unless you expend a 5th-level spell slot to
use it again.

A symbol of the Oath of


the Righteous Gander
Protective Honks
Ranger: Goose Guardian 7th-level Goose Guardian feature
As a Goose Guardian, you have a deep love and respect for At 7th level, your goose companion gains the ability to let out
geese, and have formed a special bond with one of these a loud honk that can distract and disorient your enemies. As
feathered creatures. Your goose companion follows you a bonus action on your turn, you can command your goose to
everywhere, squawking and honking as it watches over you let out a protective honk. Choose one creature within 30 feet
with a protective eye. Together, you roam the wilds, fighting of your goose that can hear the honk. That creature must
against any who threaten the sanctity of nature. With your make a Wisdom saving throw versus your ranger spell save
goose by your side, you are a force to be reckoned with, but DC. On a failed save, the creature has disadvantage on attack
beware, for their feisty nature can sometimes get them into rolls and saving throws until the end of your next turn. You
trouble. can use this feature a number of times equal to your Wisdom
modifier. You regain all expended uses when you finish a long
Goose Companion rest.
3rd-level Goose Guardian feature
You gain a goose companion that accompanies you on your Fowl Magic
adventures. Your goose can understand your verbal 7th-level Goose Guardian feature
commands and fights alongside you in combat, taking its turn Your goose companion's attacks are considered magical for
on your initiative. If you don’t issue a command to it, roll on the purposes of overcoming resistance and immunity to
the Goose Behaviour table to determine what action your nonmagical attacks and damage, and it can’t be charmed or
goose companion takes that turn. Where possible, the goose frightened.
always uses its reaction to perform an attack of opportunity.
You can instruct the goose to restrain itself from making an
attack of opportunity by spending your reaction and
succeeding on a Wisdom (Animal Handling) check. The DC
for this check is equal to the goose’s Wisdom score. On a
failed save, the goose rolls on the Goose Behaviour table to
determine its next action as the sudden act of violence
pushes it to momentarily disobey you. The goose uses your
proficiency bonus for its attack rolls, ability checks, and
saving throws in place of its own, and uses your spell save DC
instead of its own save DC. Your goose companion adds your
proficiency bonus to its AC and damage rolls, and its hit point
maximum is four times your ranger level, or the maximum hit
points listed on its stat block (whichever is higher). Your
Goose companion can spend hit dice on a short rest like any
other creature, and regains all expended hit dice when it
finishes a long rest. If you are incapacitated, the goose
remains by your side and defends you from attackers, but
takes no other actions unless an ability specifies it can do so.
If your goose companion dies, its spirit magically forms a new
body for itself in 8 hours, provided you don’t die during that
time. Your reformed companion appears in an unoccupied
space within 10 feet of you. If you or another creature present
was the reason for its death, it immediately moves up to its
speed towards them and makes two beak attacks before
honking in victory and settling down beside you again.
Additionally, you gain proficiency in the Animal Handling
skill.
Goose Behaviour Table
Geese are inherently chaotic creatures, and though you and
your companion are close-knit, there is sometimes no
stopping their fowlish ways from coming out. The Goose
Behaviour table determines how chaotic these events are.
Your goose companion can only be under one effect from the
table at a time. If you roll again, the new effect replaces the
old one.
Goose Behaviour
Goose Companion d6 Goose Behaviour
Small Beast (Goose), Typically Chaotic Evil The goose spends its time beating its wings and
1
honking ferociously, but takes no other action.
Armor Class 12 + PB The goose moves up to its speed towards a hostile
Hit Points 5 + five times your ranger level (the goose has a
number of Hit Dice [d6s] equal to your ranger level) 2 creature it can see and makes a beak attack against
Speed 25 ft., fly 40 ft., swim 25 ft. it.
The goose flies up into the air and remains there
honking ferociously. All creatures (including you)
STR DEX CON INT WIS CHA
that are within 30 feet of the goose and can see and
7 (-2) 14 (+2) 10 (+0) 5 (-3) 11 (+0) 10 (+0) 3 hear it must succeed on a Wisdom saving throw
versus your ranger spell save DC or become
Saving Throws Dex +2 plus PB, Wis +0 plus PB frightened of the goose until the end of their next
Skills Perception +2 plus PB turn.
Senses passive Perception 12 plus PB
Languages understands Common The goose decides to listen to your commands, and
4
Challenge 1/4 (50 XP) follows them to the best of its ability.
The goose moves up to its speed and attacks the
Furious Fowl. The goose deals an additional 1d4 piercing 5
damage to creatures frightened of it.
nearest creature (friend or foe) to it, hissing angrily.
The goose regains the use of its honk, makes two
Hold Breath. The goose can hold its breath for 10 minutes.
attacks whenever it takes the attack action, and its
Actions 6 damage die increases to a d10. It then moves up to
its speed and attacks the nearest hostile creature it
Beak. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., can see.
one target. Hit: 5 (1d6 + 2 plus PB) piercing damage.
Honk (1/Day). The goose honks aggressively at one your goose takes some or all of that damage instead, provided
creature it can see within 30 feet of it. The target creature it is within 60 feet of you. If you do so, however, the goose
must succeed on a Wisdom saving throw against the falls out with you momentarily — roll on the Goose Behaviour
ranger's spell save DC or be frightened of the goose for 1
minute. A frightened creature can attempt this saving
table to determine the next action it takes.
throw at the end of each of its turns, ending the effect on Additionally, when your goose is within 5 feet of you, if you
itself on a success. are at 0 hit points or unconscious, your goose companion
uses its action to peck you awake or have you regain 2d4 + 2
hit points. Once the goose uses this feature, it can’t do so
again until it finishes a short rest. Rage of a Thousand Honks
Feathery Fury Also at 15th level, you can use your action to have your goose
11th-level Goose Guardian feature companion enter a bloodthirsty rage, which lasts for 1
Your goose companion's attacks become even more ferocious. minute. For the duration of the rage, your goose companion
Whenever your goose hits a creature with a melee weapon has the following features:
attack, it can immediately make one additional attack against It ignores any commands you give it, and can only use its
the same creature, or another creature within 5 feet of it. If movement and action to move towards and attack the
this attack reduces either creature to 0 hit points, the goose closest hostile creature.
briefly gains a spurt of bloodlust; it gains temporary hit points When it would roll on the Goose Behaviour table, it
equal to your ranger level, moves up to its speed towards a always rolls a 6.
hostile creature it can see, and rolls on the Goose Behaviour It has resistance to bludgeoning, piercing and slashing
table on its following turn. damage.
Its movement speed is doubled.
Goosely Bond Its attacks are made with advantage, and attacks against it
15th-level Goose Guardian feature are made with disadvantage.
By 15th level, you and your goose companion have attained a It gains truesight out to a range of 30 feet, and creatures
perfect bond of feathery unison. You both share a telepathic have disadvantage on Dexterity (Stealth) checks to hide or
remain hidden from it.
link, allowing you to issue commands to your companion Its attacks roll the normal amount of damage dice.
telepathically instead of verbally. In addition, you and your
companion always know where each other are, provided you Once this rage ends, your goose suffers a level of
share the same plane of existence. Whenever your goose exhaustion, and you can’t use this feature again until you both
would take damage, if you are within 60 feet of it, you can finish a long rest.
choose to take that damage instead. If you do so, the damage
can’t be reduced in any way. If you take damage, you can have
The geese troupe can share your space, granting you a +1
Rogue: Avian Menace bonus to AC if they do so. The goose troupe follow your vocal
Rogues who follow the Avian Menace path are those who or physically gestured commands to the best of their ability,
have learned to train and control a small troupe of thieving provided they can see or hear you, and take their turn in
geese to do their bidding. These geese can create chaos on combat directly before or after yours (your choice each turn).
the battlefield, allowing their nefarious master to slip past If you don’t give the troupe a command, they defend
unnoticed and strike from unexpected angles. themselves and move away from enemies threatening them,
but take no other actions. The goose troupe can squeeze
Goose Whisperer through spaces large enough to accommodate a small goose,
and have a flight speed of 20 feet, though can’t end their
3rd-level Goose Guardian feature movement in the air. If they do so, they float slowly down and
You gain proficiency with Wisdom (Animal Handling) checks, settle on the ground. If the goose troupe are reduced to 0 hit
and your proficiency bonus is doubled for any check you points, they scatter in panic and vanish, returning to you after
make to interact with birds when using the aforementioned you complete your next long rest.
ability. In addition, you gain a troupe of three small geese,
trained to follow your orders without question, and to the Flock Tactics
best of their ability. The geese troupe shares your AC, 9th-level Avian Menace feature
Dexterity and Wisdom scores, and proficiency bonus, and You have learned to coordinate your attacks with your troupe
have a Strength, Constitution, Intelligence, and Charisma of thieving geese. You can use your bonus action to have your
score of 10 (+0). The geese troupe Medium in size, and is geese move up to half their speed and make a single melee
considered a single creature for the purposes of combat and weapon attack with their beaks against a target you can see
movement. The troupe has a movement speed of 30 ft., swim within range. The beaks deal 3d4 piercing damage, have a
speed of 40 ft., proficiency in all saving throws and Dexterity range of 5 feet, are considered a Finesse weapon, and can
(Stealth and Sleight of Hand) checks, and hit points equal to trigger your Sneak Attack feature as if you had made the
five times your Rogue level (rounding up). The troupe can’t attack roll on your own turn that round. The geese troupe is
attack, but can take other actions as normal, including proficient in this attack, and their attack bonus is equal to
interacting with intricate objects, such as keys or door your proficiency bonus + your Charisma modifier.
handles, and can carry up to 20lbs.
Winged Ambush
13th-level Avian Menace feature
You have trained your geese to set up ambushes for you. As a
bonus action on your turn, you can command your geese
troupe to fly to a point you can see within range and attempt
to hide there, making their Dexterity (Stealth) check with
advantage.
When you target a creature with a weapon attack, and that
creature is within 20 feet of the geese troupe and hasn’t
detected them, you can use your reaction to have the geese
launch a surprise attack against the target, granting you
advantage on the attack roll, and reducing the target’s AC by
1d4 until the end of your next turn.
Pocket Pilfering. If you hit with the aforementioned
weapon attack, you can have your goose troupe attempt to
pilfer the pockets of your target during the confusion. Your
goose troupe must make a Dexterity (Sleight of Hand) check
versus the target’s AC. On a success, the troupe steals a
carried item from the target (provided they can carry it), and
can immediately move up to their speed in a direction of your
choice without provoking opportunity attacks. You can use
this feature a number of times equal to your Charisma
modifier. You regain all expended uses of this feature when
you finish a long rest.
Master Menace
17th-level Avian Menace feature
You have trained your geese to sow chaos and distribution
wherever they go. As an action, you can command your
troupe of thieving geese to rush forwards up to their speed in
a straight line, attacking any creature in their path. Each
creature caught in the goose’s path must make a Dexterity
saving throw (DC equal to 8 + your proficiency bonus + your
Charisma modifier), taking 6d6 piercing damage on a failed
save, or half as much on a successful one. In addition, if a
creature fails this saving throw by 5 or more, the goose
troupe steals one small object the creature is carrying, Sorcerer: Goose-Blooded
provided it is light enough for them to do so. The geese
troupe then disperses and returns to your side with any Goose-Blooded sorcerers have ancestral ties to the great
stolen items in tow. Once you use this feature, you can’t do so ancient goose spirits of old. Infused with goosely magic, these
again until you finish a long rest. mysterious individuals are often born with many bird-like
features, from wide eyes and feathered heads to webbed feet
or lightened bones. Regardless what sort of mutations
manifest, every goose-blooded has a deep hatred for most
other beings, and a penchant for mischief. However, they are
fiercely protective of their close friends, whom they see as
their flock.
Goose-Blooded Quirks
When you choose this class at 1st level, you exhibit a quirk
due to your fowlish heritage. Roll on or choose from the table
below to determine what notable quirk your origin has
bestowed upon you.
Goose-Blooded Quirks Table Goose-Blooded Magic
d8 Mutation You learn additional spells when you reach certain levels in
Your head sprouts small, fine feathers instead of
this class, as shown on the Goose-Blooded Spells table. Each
conventional hair. The feathers can change colors to spell counts as a sorcerer spell for you, but it doesn’t count
1
suit your mood, granting you advantage on Charisma against the number of sorcerer spells you know.
(Intimidation and Persuasion) checks. Whenever you gain a sorcerer level, you can replace one
spell you gained from this feature with another spell of the
2
Your feet are webbed like that of a duck. You have a same level. The new spell must be an enchantment or
swimming speed equal to your walking speed. transmutation spell from the sorcerer, warlock, or wizard
Your eyes are further apart than most others, spell list, or any goose spell listed in the Honkonomicon or
granting you a wider field of vision with which to Circle of the Honk supplements.
observe your surroundings and potential threats. You
Sorcerer Level Spells
3 can’t be surprised by creatures within 60 feet of you,
and creatures within 60 feet of you don’t get 1st cause fear, plumage armor*
advantage on their attack rolls as a result of being
hidden from you. 3rd enlarge/reduce, locate object

Your bones are less dense than usual, making you 5th bestow curse, haste
extremely lightweight, regardless of your size. You 7th chaos honk*, watery sphere
4
count as one size smaller for the purposes of being
pulled, pushed, or lifted by another creature. 9th destructive wave, flame strike

Your tongue is lined with razor-sharp teeth, granting


you a taste for many otherwise unappetizing Honking Rebuke
5
foodstuffs. You sustain yourself by eating rotting 1st-level Goose-Blooded feature
meat, small insects, raw grains, and other difficult-
to-digest foodstuffs, and suffer no ill effects from You can spend your reaction to unleash a magical honk of
ingesting them. defiance when you or a friendly creature you can see within
10 feet of you would be targeted by an attack roll or spell. If
You secrete a hydrophobic oil, preventing your skin that spell’s effects would call for a saving throw, you grant the
from becoming wet. As a result, you remain warm target advantage on the save. Alternatively, you cause the
6
when wet, and you dry off completely in a matter of attack roll to be made with disadvantage.
minutes, regardless of how wet you previously were. At 18th level, the range of this ability increases to 30 feet.
In addition, the lack of moisture grants you
resistance to lightning damage.
You can use this feature a number of times equal to your
Charisma modifier (minimum of 1). You regain all expended
You have a set of hardened bone spurs on each of uses when you finish a long rest.
your elbows or wrists. These bone spurs can be used
as natural weapons, and deal 1d6 bludgeoning
7 damage on a hit. You can make an additional attack
with your natural weapons as a bonus action when
you use your action to make a melee weapon attack,
provided your hands aren’t full.
At the beginning of each new dawn, you imprint on
one creature or moving object you see within the
first 10 minutes of waking up. You see this object or
creature as a treasured friend who must be
protected. The object or creature grants you a single
inspiration die, which is a d6. This die lasts for 8
hours, or until expended. When you or a treasured
8
friend you can see within 30 feet of you would make
a saving throw or an ability check, you can expend
your inspiration die and roll it, adding the number
rolled to the total of the saving throw or ability
check. You can roll the inspiration die after the
ability check or saving throw is made, but before you
know the outcome.
Empowered Honks Goose-Blooded God
6th-level Goose-Blooded feature 18th-level Goose-Blooded feature
When you use your Honking Rebuke, you can spend 2 You have fully embraced your goosely nature and can use
sorcery points to empower it and damage your enemies. You your action to transform yourself into a powerful goose-like
unleashed an amplified, bellowing honk in a 15-foot cone. In monstrosity with a long neck, lashing bladed tongue and
addition to the effects of your Honking Rebuke, creatures in razor-sharp talons. While in your monstrous form, you gain
the cone’s area must make a Constitution saving throw, the following features:
taking 4d6 thunder damage on a failed save, or half as much
on a successful one. In addition, when a creature fails its You have resistance to bludgeoning, piercing and slashing
saving throw, you can spend 2 sorcery points to stun that damage.
creature until the end of your next turn. You can stun a You have a bonus to your AC equal to your Charisma
number of creatures with this ability equal to your Charisma modifier.
modifier, expended sorcery points for each creature You ignore the somatic requirement of spells, and when
individually. you cast a spell of 1st-level or higher, you can perform a
At 18th level, the range of your Empowered Honk’s cone honk using your Empowered Honks feature in place of the
increases to 30 feet. spell’s verbal component. If you do so, resolve the
Empowered Honk’s effects first. If an effect would prevent
Gander’s Flight your spell from being cast, such as counterspell, your
empowered honk also fails, though its use is still
14th-level Goose-Blooded feature expended.
You can use your bonus action to magically transform your You can use your action to make two melee weapon
arms into a pair of goose wings, gaining a flying speed equal attacks: one with your bladed tongue and one with your
to your current speed. The wings last until you are talons. You are proficient with these attacks, and they use
incapacitated, you die, or you dismiss them as a bonus action. your Charisma modifier for the attack and damage rolls,
You can’t wield weapons or interact with objects while using instead of Strength or Dexterity. Your tongue has a reach
these wings, but the wings do count as an arcane focus for of 10 feet and deals 3d8 slashing damage on a hit. Your
you, and you can still cast spells by beating your wings talons have a reach of 5 feet and deal 4d6 slashing
furiously to perform any somatic components the spells damage on a hit.
require. Once you use this feature, you can’t do so again until you
finish a long rest, unless you spend 7 sorcery points to use it
again.
Warlock: The Honking
Chaos
You have become a follower of Anserath, the multi-headed
demonic goose-lord of the Abyss. Anserath’s motivations are
incomprehensible and fleeting, its multiple heads each drawn
to their own machinations of mischief and neither ever
working truly in tandem with the other. Anserath’s power
comes from the raw chaotic magic it wields, which often
drives it to unpredictable, senseless acts of rage and violence.
You might have chosen to become a follower of Anserath
willingly, through devout rituals to the goose-lord as a cleric
would a deity, or perhaps you simply found one of Anserath’s
many cursed items and drew power from it for your own
means, without its knowledge. Regardless of your
relationship with your patron, you feel Anserath’s destructive
desires flow through you, channeling its power to fuel your
own ends.
Expanded Spell List
The Honking Chaos lets you choose from an expanded list of
spells when you learn a warlock spell. The following spells
are added to the warlock spell list for you:
Honking Chaos Spells
Spell Level Spells
1st feather fall, thunderwave
2nd blindness/deafness, gander’s blow*
3rd fireball, web limbs*
4th chaos honk*, confusion
5th conjure elemental, flame strike
the task within 1d4 hours of receiving the request, or it fails.
The number of chaos dice in your pool resets after you
Anserath’s Unpredictable Blessing finish a long rest.
1st-level Honking Chaos feature
Your connection to the dread Anserath allows you to channel Soul of Chaos
chaos magic against your foes. You have a pool of chaos dice 6th-level Honking Chaos feature
that you spend to fuel these abilities, which are d6s. The The chaotic magic in your veins grants you greater control
number of dice in the pool equals your Charisma modifier over your environment. Whenever you roll a dice for any
(minimum of 1) + half your warlock level, rounded down. reason, you can spend two chaos dice to reroll it, though you
When a creature you can see within 30 feet of you would must abide by the new result. If the new number is the same
make an attack roll, ability check, or saving throw, you can as your previous roll, you receive a chaotic backlash of energy
use your reaction to spend chaos dice from your pool, rolling as the world stabilizes itself from your meddling; roll a
a d6 and reducing the total of the attack roll, saving throw or number of chaos dice equal to your Charisma modifier. For
ability check by the total. The maximum number of dice you each die result of a 1, that chaos die can’t be used until the
can spend at once equals your Charisma modifier (minimum next dawn. Once you use this feature, you can't do so again
of one die). If you spend more than one chaos die, roll them until you finish a long rest.
all at once and add them together to determine the total.
Anserath Takes Notice. If you roll a double 1 or double 6 Murderous Chaos
when rolling chaos dice, Anserath takes a brief interest in
your affairs, and its chaotic magic surges through you; you 10th-level Honking Chaos feature
take force damage equal to the total rolled on your chaos When you reduce a creature with a hit point maximum of 40
dice. In addition, at the end of your next long rest, Anserath or greater to 0 hit points, you regain 1 expended chaos die. If
makes a demand of you. Roll on the Chaotic Requests table you have all your chaos dice when you trigger this feature,
to determine what the request is, and the consequences or you instead gain temporary hit points equal to your Warlock
boons for failing or completing the task. You must complete level + your Charisma modifier (minimum of 1).
Chaotic Requests
d6 Up Down
Success: You gain 1 additional chaos dice, which lasts for 8 hours, or until expended.
Pick a fist-fight Failure: At random, 1d4 creatures might pick a fist-fight with you throughout the next day,
with a random regardless of their feeling towards you or if they even have fists.
1
humanoid and Beating your Opponent: If you win the initial fist-fight, Anserath is impressed by your bloodlust; you
lose. gain a +1 bonus to attack rolls, which lasts for 8 hours. You lose this bonus as soon as you miss
with an attack.
Steal a shiny Success: Anserath is pleased with the offering. You gain a +1 bonus to your saving throws for the
object worth at next 8 hours.
least 300 gp and Failure: Anserath is displeased and curses you. You immediately lose 1 chaos die. That dice remains
2 throw it into a expended until you finish a long rest.
pond, lake, or Keeping the Item for Yourself: If you steal the item and keep it, Anserath approves of your selfish
other body of nature; You gain a +1 bonus to Dexterity (Sleight of Hand) checks. This bonus lasts for 8 hours, or
water. until you lose the object, whichever comes first.
Success: Caring for your flock is a point of pride. You gain a +2 bonus to one ability score, chosen
by the friendly creature. If you attempt to influence the friendly creature’s decision in any way, this
Build a nest for
becomes a -2 bonus instead. The effect lasts for 8 hours, or until you or the friendly creature falls
3 another friendly
unconscious, whichever happens first.
creature.
Failure: You are a terrible friend and ally. For the next 8 hours, each time you roll a chaos dice, that
dice’s effect fails on the roll of a 6, though the dice is still expended.
Success: Anserath revels in the fear you have caused; For the next 8 hours, you know the cause
fear spell, and it doesn’t count towards the number of spells you know. In addition, you can cast it
Frighten a
4 once without expending a spell slot. Charisma is your spellcasting modifier for this spell.
random creature.
Failure: You are a cowardly creature undeserving of Anserath’s power. For the next 8 hours, you
have disadvantage on Wisdom saving throws to resist being frightened.
Success: Friends are the lifeblood of the flock. Nothing is more important. You gain a + 5 bonus to
Charisma (Persuasion) checks, which lasts for 8 hours.
Befriend a new
5 Failure: Isolation is the worst thing for a goose! For the next 8 hours, whenever you make a
creature.
Charisma check, roll one of your chaos dice (it is not expended). On a 1 - 3, you automatically fail
that check, regardless of any modifiers or abilities that would say otherwise.
Success: Burn it for the fury of Anserath! For the next 8 hours, you have immunity to fire damage
for as long as you have at least half your hit points remaining.
Failure: Anserath demands fire! At a random point throughout the next day (determined by the
DM), one random object you are carrying spontaneously catches fire, dealing 1d6 fire damage to
you and every other creature within 10 feet of you. The object continues to burn until it is put out,
Start a fire, or set and immediately ignites flammable objects in its vicinity.
6 another creature Starting a Harmless Fire: If you create a harmless fire, such as a campfire or ignite a piece of paper,
on fire. roll a 1d6. On a 4-6, Anserath is pleased with the offering, but you only gain fire resistance, instead
of immunity. On a 1-3, Anserath is insulted by the offering, and causes the fire to erupt into an
inferno, which encompasses a 20-foot cube for 1 minute, or until it is put out. The inferno ignites
flammable objects in its area, and any creature that begins its turn in the area or moves into the
area for the first time on a turn must make a Dexterity saving throw versus your Warlock save DC,
taking 5d6 fire damage on a failed save, or half as much on a success.

Murderous Chaos dice to attempt to siphon away some of its magic. Roll the
chaos dice and add their numbers together. If the total is
10th-level Honking Chaos feature greater than the casting creature’s spellcasting DC, you
When you reduce a creature with a hit point maximum of 40 create one of the following effects:
or greater to 0 hit points, you regain 1 expended chaos die. If Interrupted Siphon. The spell fails, and you regain 1
you have all your chaos dice when you trigger this feature, expended warlock spell slot.
you instead gain temporary hit points equal to your Warlock Bolstered Siphon. The spell is cast, and you regain 1d6
level + your Charisma modifier (minimum of 1). hit points for each chaos dice expended. If you are already at
your hit point maximum, you gain temporary hit points
Anserath’s Siphon instead.
14th-level Honking Chaos feature
When a creature you can see within 60 feet of you casts a
spell, you can use your reaction and expend 2 or more chaos
Additional Eldritch Wizard: Fowlemancy
Invocations As a Fowlemancer, you have mastered the art of casting
spells with the aid of a flock of tiny geese that you keep in a
The Pact of the Honking Chaos grants you additional special component pouch. These feathered creatures act as
Eldritch Invocation options, in addition to those found in the your conduit for magic, allowing you to harness their energy
Player’s Handbook. See the Players Handbook for more and unleash powerful spells upon your foes. However, you
information on how Eldritch Invocations work. must take care to treat these geese with the utmost respect,
for they are not mere tools, but living creatures with their
Goose’s Gaze own needs and desires.
You can use your action to see through the eyes of any goose Goose Quill
within 120 feet of you for 1 minute. Once you use this
feature, you can’t use it again until you finish a short or long 2nd-level Fowlemancy feature
rest. When you select this school, you gain a magical quill crafted
Eldritch Honk
from a goose’s feather. When you use the quill to copy a spell
into your spellbook, the gold and time you must spend to do
Prerequisite: Eldritch Blast cantrip so is halved. Additionally, you gain proficiency in the Animal
When you hit a creature with your eldritch blast, you can Handling skill.
cause that strike to emit a thunderous honk. The target is
then deafened until the end of your next turn. Bag o’ Geese
Anserath’s Fire 2nd-level Fowlemancy feature
Once on each of your turns when you hit a creature with a You gain a magical component pouch leading to a small
spell attack, you can cause that attack to deal an additional extradimensional space. The space contains a small coop
1d6 fire damage. and a flock of tiny, angry geese. There are a number of geese
in your flock equal to your wizard level. If you lose the pouch,
Gander’s Fury you can make a new one as you would your spellbook, though
Prerequisite: 5th level you can’t make copies of your bag for safe-keeping. If you
When you hit a creature with a spell attack, you can make create a new bag, it destroys the old one. Every bag leads to
one melee or ranged weapon attack as a bonus action. This the same extradimensional space, ensuring the geese are
weapon attack is magical, and uses your Charisma modifier never lost if you lose your bag.
for the attack and damage roll. The geese must be fed and watered each day, or they
vanish and don’t reappear until the start of the following
Feathered Teleportation dawn. As an action, you can release all the tiny geese, who
Prerequisite: 7th level follow you around as a duckling would their mother. You can
When you would be hit by an attack, you can use your recall all your tiny geese into their bag as a bonus action.
reaction to explode in a burst of feathers and teleport to an You can expend the geese to enhance your magic or
unoccupied space you can see within 90 feet of you. Once you perform magical abilities. Any geese that you expend in this
use this feature, you can’t do so again until you finish a short way vanish in a puff of feathers after they are used, and
or long rest. reappear in your bag at the next dawn.
Gander’s Flight
Goosely Enhancements. When you cast a spell of 1st-level
or higher that would require a material cost of 300 gp or less,
Prerequisite: 9th level you can use one of the geese from your bag to replace the
You can cast the fly spell on yourself at will, without cost. When used in this way, the goose then vanishes with an
expending a spell slot. audible honk.
Strike of Chaos Hurl Geese. As an action, you can reach into your bag and
Prerequisite: 15th level pull out handfuls of tiny geese to hurl at creatures you can
When you hit a creature with an attack, you can force that see within 60 feet of you. You can pull out a total number of
geese this way equal to your wizard level divided by 3
creature to make a Charisma saving throw. On a failed save, rounded down. As part of the action, make a ranged spell
the creature takes 10d6 force damage and is transported to a attack for each goose you pulled out. On a hit, the goose
random location in the Plane of Pandemonium or an crashes into your target and pecks at it furiously before
equivalent plane of madness for 1 minute. On a successful exploding in a burst of feathers, dealing 1d4 piercing damage
save, the creature takes half as much damage, but suffers no and 1d4 force damage. On a miss, the goose returns to your
other effects. You must then finish a long rest before you can bag at the end of your turn with a defeated honk.
use this feature again.
spells, or you hit it with a spell attack, you can bind one of
your tiny geese to the spell’s target. An ethereal form of the
tiny goose appears atop the creature, honking loudly and
beating its wings in a distracting manner for 1 minute, or
until you end it as a bonus action. The goose follows its target
relentlessly and always knows where it is, unless that
creature moves to another plane of existence, at which point
the goose randomly picks a new target (friend or foe!) within
30 feet of it. For the duration, any attack roll against the
creature has advantage if the attacker can see the goose atop
it, and the affected creature can’t benefit from being invisible.
This feature doesn’t have any effect on spells that don’t
specify a target, such as fireball or hallucinatory terrain. If
you cast a spell that specifies multiple targets, you can target
every creature with this feature, but must expend a different
goose for each.
Once you use this feature, you can’t do so again until you
finish a long rest.
Flock’s Fury
10th-level Fowlemancy feature
You can call upon the aid of all your tiny geese in battle. As an
action on your turn, if you have at least ten geese available to
you, you can empty out the contents of your Bag O’ Geese to
conjure forth a flock of fury comprised of all the geese at your
disposal. The flock surrounds you in a 10-foot radius sphere
that moves with you and lasts for ten minutes, or until you
use a bonus action to call them back into your bag. The flock
can’t be targeted or damaged, but is considered magical for
the purposes of an antimagic field or similar effects. For the
duration, you and creatures of your choice in the flock’s area
Fowlish Empowerment. When you cast a spell of 1st-level are considered to be in half cover, and the flock’s innate
or higher that requires an attack roll or calls for a saving magic grants you a +1 bonus to your spell save DC and spell
throw, you can pull a goose from your bag to act as a conduit attack rolls. Additionally, hostile creatures that begin their
for that spell, enhancing its properties. The spell’s magic turn in the flock’s area or move into the area for the first time
surrounds the goose, who then takes flight and delivers the on a turn are harassed by the angry geese, and take 1d6
spell to its intended target (roll to attack or have the target piercing damage for every goose in the flock, to a maximum
make a saving throw as normal). The goose is then consumed of 6d6.
as the spell reaches its target, and marks the target with the You can call upon these geese to fuel your other
chaotic energy of the goose gods. This energy lasts for 10 Fowlemancy features as normal. If you start your turn with
minutes, or until the creature dies, or the energy is expended. less than 5 geese remaining, the flock disperses back into
If the spell fails to cast (due to the effects of the counterspell your bag and your Flock’s Fury ends.
spell, for example), the goose is not expended, and returns to Once you use this feature, you can’t do so again until you
your bag at the end of your turn. finish a short or long rest.
Expending Chaos Energy. When a target marked with
chaos energy makes a saving throw, ability check, or attack The Great Migration
roll, you can draw that energy back to you, reducing the total 14t-level Fowlemancy feature
of the target’s roll by 1d4. You can draw the energy back to
you before or after the target makes the roll, but before you You can call upon your flock of geese to carry you and your
know the outcome. allies. As an action, if you have at least 10 geese available, you
You can use more geese as a conduit when you cast a spell can summon forth the contents of your Bag O’ Geese to form
as you gain levels in this class, increasing to 2 geese at 6th a large flock capable of carrying up to eight Medium or Small
level, 3 geese at 13th, and 4 geese at 17th. Each goose used creatures, or three Large creatures. The flock has a flight
in this way increases the chaos energy you draw back to you speed of 80 feet, and can fly for up to 4 hours before
by an additional d4, to a maximum of 4d4. retreating back into your bag to rest. While in flight, the flock
provides half cover to the creatures being carried, and always
Goose’s Mark knows which way is north. Once you use this feature, you
can’t do so again until you finish a long rest. Goose Mother
6th-level Fowlemancy feature Also at 14th level, you add more tiny geese to your flock,
When a creature fails a saving throw against one of your increasing its size. You gain an additional number of tiny
geese equal to your Intelligence modifier.
The Ur-goose in one of its many,
threatening forms
Goosish Magic
Expensive
Level Spell School Conc. Material Class
0 Gooseance Divination No No Artificer, Cleric, Druid
0 Quill the Dead Illusion No No Cleric, Warlock, Wizard
1 Honkeous Laughter Enchantment Yes No Bard, Sorcerer, Wizard
1 Plumage Armor Enchantment Yes No Artificer, Druid, Sorcerer, Warlock, Wizard
2 Goosefeather Fall Transmutation No No Artificer, Bard, Sorcerer, Warlock, Wizard
2 Gander's Blow Conjuration Yes No Paladin, Ranger
3 Find Giant Goose Steed Conjuration No No Paladin
3 Web Limbs Transmutation No No Sorcerer, Wizard
4 Conjure Honkland Beings Conjuration No No Druid, Ranger
4 Chaos Honk Evocation No No Sorcerer
5 Summon Goose Guardian Conjuration Yes Yes Druid, Ranger, Wizard
5 Swift Quillver Transmutation Yes No Ranger
6 Gaze of the Golden Goose Enchantment Yes No Bard, Cleric, Warlock
7 Storm of the Honking Chaos Evocation Yes No Druid, Sorcerer, Warlock, Wizard
8 Call of the Ur-goose Conjuration No Yes Druid, Cleric, Warlock
9 Power Word Quill Conjuration Special No Bard, Cleric, Wizard

Spells of the Honk


In this section you will find sixteen spells for all levels and
classes, each representing a particular manifestation of the
power of goosekind. Several of these spells recall the geese of
power from Chapter 1, or are even reflections or extensions
of their supernatural peculiarities.
For more spells about geese, see Circle of the Honk on
DMsGuild.
Wielding the Honking Magic
The DM can consider to make these spells available in one of
the following ways:
The characters can freely choose these spells at any time.
One or more of these spells are introduced through
scrolls, tomes or other magic items (like the honkarina or
even the Honkonomicon artifact itself). After being
discovered, they can be picked by any character that has
access to these items.
Certain powerful goose creatures can teach one or more
of these spells as a reward to the characters, or just for
the sake of adding more chaos to the world. The DM could
reward the use of a certain spell as a charm first (see
Chapter 7 of the Dungeon Master's Guide), then the
character that received the charm could eventually learn
the spell when leveling up, or substitute a spell that the
character already knows with it.
Call of the Ur-Goose At Higher Levels: When you cast this spell using a spell
8th-level conjuration slot of 5th level or higher, it deals an additional 1d8 thunder
damage and targets take an additional random effect for each
Casting Time: 1 action slot level above 4th.
Range: 60 feet
Components: V, M (5000 gp worth of ambers which the spell Conjure Honkland Beings
consumes and the figurine of a goose carved in wood of a 4th-level conjuration
tree at least 500 years old worth at least 100 gp) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
You summon the terrifying presence of the Ur-Goose, which Components: V, S, M (a living fish)
appears in an unoccupied space within 60 feet and stays until Duration: Concentration, up to 1 hour
the spell ends. You summon goose creatures that appear in an unoccupied
You have no control on the Ur-Goose, and it's hostile to all space that you can see within range. Choose one of the
creatures. following options for what appears:
Being weakened by the ordeal, the Ur-Goose has no
legendary actions available during the first 1d4 rounds, but One goose creature of CR 2 or lower
can use an action to perform one of its legendary actions. Two goose creatures of CR 1 or lower
After those rounds have passed, the Ur-Goose gains 3 Four goose creatures of CR 1/2 or lower
legendary actions and can use an action to end the spell and Eight goose creatures of CR 1/4 or lower
return to its native plane
After 1d4 rounds, the Ur-Goose can use an action to end A summoned creature disappears when it drops to 0 hit
the spell and return to where it came from, or you can end points or when the spell ends.
the spell as an action while concentrating and banish the Ur- The summoned creatures are friendly to you and your
Goose into where it was before being summoned. Otherwise, companions. Roll initiative for the summoned creatures as a
this spell will last after its duration, won't be dispelled by any group, which have their own turns. They obey any verbal
means and won't end, and the Ur-Goose won't unwillingly commands that you issue to them (no action required by you).
leave by any means but a wish spell unless the wooden goose If you don't issue any commands to them, they defend
figurine is destroyed. themselves from hostile creatures, but otherwise take no
actions.
Chaos Honk The DM has the creatures' statistics.
4th-level evocation At Higher Levels: When you cast this spell using certain
Casting Time: 1 action higher-level spell slots, you choose one of the summoning
Range: Self (60-foot cone) options above, and more creatures appear: twice as many
Components: V with a 6th-level slot and three times as many with an 8th-level
Duration: Instantaneous slot.
You project with your voice the powerful honk of Anserath, Find Giant Goose Steed
the Honking Chaos, in a 60-foot cone in front of you. Each 3rd-level conjuration
object in the area takes 6d8 thunder damage. Creatures in Casting Time: 10 minutes
the area must make a Constitution saving throw or take the Range: 30 feet
same damage and roll 1d10 to determine an additional Components: V, S
random effect: Duration: Instantaneous
1-2: falls prone, drops anything it's holding and is You summon a spirit that assumes the form of an unusually
unconscious until the end of its next turn. Creatures that intelligent, strong and loyal steed, creating a long-lasting bond
can't be put to sleep by magic are immune to this effect. with the creature. The steed has the statistic of a giant
3-6: falls prone and can express only honking (therefore goose, though it is a celestial (bound to the Great Golden
i.e. can't talk and can't use its voice to provide verbal Goose), fiend (bound to Anserath, the Goose of Chaos) or an
components or spell activation words) until the end of its elemental (bound to the Ur-Goose) at your choice instead of a
next turn. beast. Additionally, the steed has an intelligence of 6 and
7: grows a blue beard and mustaches made of plumes that gains the ability to understand one of your languages.
disappear in 1 week. Your steed serves you as a mount, both in combat and out,
8: grows a purple tail made of plumes that disappears in 1 and you have an instinctive bond with it that allows you to
week. fight as a seamless unit. If you wish so, any spell you cast that
9: grows a red crest made of plumes that disappears in 1 targets only you while mounted on your steed also targets the
week. summoned creature.
10: no additional effect. Furthermore, while mounted on your steed whenever you
For each die scoring a 1 in this spell's damage roll, targets roll a 1 or a 20 on the d20 your goose steed enters a status of
roll an additional time on this table, but can't be subject to the confused frenzy until the end of your next turn. While
same effect twice. frenzied, the goose steed can't be controlled as a mount but
A creature that succeeds in the saving throw takes only instead takes its turn on its own initiative. During its turn, roll
half as much damage and no other effect. 1d10:
1: The goose mount uses its action to make an attempt to
force you to dismount. You must make a contested
Strength (Athletics) ability check against it or fall prone in
an adjacent space.
2–6: The goose mount doesn’t move or take actions this
turn.
7–8: The goose mount moves toward the nearest creature
(but you) and uses its action to make a melee attack
against it.
9–10: The goose mount acts normally but on its own.
When the steed drops to 0 hit points, it disappears, leaving
behind no physical form. You can also dismiss your steed at
any time as an action, causing it to disappear. In either case,
casting this spell again summons the same steed, restored to
its hit point maximum. While your steed is within 1 mile of
you, you can communicate with each other telepathically. You
can't have more than one steed bonded by this spell at a time.
As an action, you can release the steed from its bond at any
time, causing it to disappear.
Gander's Blow
2nd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
A thick and hard gander beak grows instead of your mouth (if
any). When you take the Attack action while this spell is Goosey Glibness. The target doubles its speed and doesn't
active, you can make an extra unarmed strike with the beak provoke attacks of opportunity until the spell ends.
as a part of that action. This attack can be used for a grapple
attempt and the beak counts as a free hand for that purpose. Gooseance
While this spell is active, you can communicate only by Divination cantrip
honking (therefore you can't talk and can't use your voice to Casting Time: 1 reaction, which you take when you or any
provide verbal components or spell activation words). other creature within range fails an attack roll, ability check
At Higher Levels: When you cast this spell using a spell or saving throw
slot of 3rd level or higher, the extra attack deals 1d6 Range: 10 feet
additional bludgeoning damage on a hit for each spell slot Components: V
level above 2nd. When you cast this spell using a spell slot of Duration: 1 minute
4th level or higher, your neck grows longer and your gander
beak attack has a range of 5 feet more for each spell slot level You sternly honk at failure. A willing creature you can see
above 3rd. targeted by this spell adds 1d4 to the failing roll that
triggered the reaction, potentially turning it into a success.
Gaze of the Golden Goose Whether this happens or not, for the next minute you and
6th-level enchantment that creature can't express anything except by honking
Casting Time: 1 action (therefore i.e. can't talk and can't use its voice to provide
Range: 60 feet verbal components or spell activation words).
Components: V Goosefeather Fall
Duration: Concentration, up to 10 minutes 2nd-level transmutation
For the spell's duration, your eyes become a golden honky Casting Time: 1 reaction, which you take when you fall
void imbued with goose power. One creature of your choice Range: 10 feet
that you can see within range gains one of the following Components: S, M (a goose feather)
effects. On each of your turns until the spell ends, you can Duration: Instantaneous
use your action to target another creature with this spell. The
same creature can't benefit from more than one effect at As you fall, you wave the feather in the direction of a creature
time. within range, which is forced to make a Strength saving
Happy Honkness. The target gains 10 temporary hit throw or be pulled up to 10 feet toward you and fall with you
points at the start of each of its turns until the spell ends. (this can cause you or the target to end your turn in the same
Feather Fury. The target gains advantage to attack rolls space).
until the spell ends. At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.
Honkeous Laughter
1st-level enchantment Variant: Power Word Quill and
Legendary Creatures
Casting Time: 1 action
Range: 30 feet The power word quill spell can't instantly kill creatures
with legendary actions but deals them a great amount of
Components: V, S, M (a goose feather) damage instead. This is similar to how a vorpal weapon
Duration: Concentration, up to 1 minute works against a legendary creature.
A creature of your choice that you can see within range must If you are playing a campaign with a more gritty or
realistic style where each and every creature can die a
succeed a Wisdom saving throw or be frightened by geese. sudden death, you can decide to ignore this rule and let
While frightened in this way, the target finds every non-goose power word quill instantly kill even a legendary creature.
creature ridiculous and funny and upon seeing any of them is As a DM, be aware that this change could enable the
compelled to burst in a loud honk at the start of each of its characters to kill without a saving throw even extremely
turn, being audible within 300 feet and dealing 1d6 thunder powerful creatures, like the tarrasque or an ancient
damage to any non-goose creature within 5 feet from it. dragon.
At the end of each of its turns, if the target can't see any
creature, it can repeat the saving throw. On a success, the
spell ends. This unique magical and legendary plume is exactly the
At Higher Levels: When you cast this spell using a spell same as a normal quill, except for the powers above. It can be
slot of 2nd level or higher, you can target one additional normally destroyed or seized by force from its possessor with
creature for each slot level above 1st. The creatures must be a successful contested Strength (Athletics) check.
within 30 feet of each other when you target them. When the spell ends, the Sacred Quill of Power turns into
a normal quill. Each time you cast this spell again before a
Plumage Armor year has passed since last time there is a cumulative 10%
1st-level abjuration chance to summon a normal quill instead of the Sacred Quill
Casting Time: 1 action of Power.
Range: Touch Quill the Dead
Components: V, S, M (a goose plume) Illusion cantrip
Duration: 8 hours
Casting Time: 1 action
A thick, soft and shiny goose plumage grows on the target, Range: 60 feet
covering most of its skin. The target gains 5 temporary hit Components: S, M (a goose feather)
points; while having these hit points it has resistance to fire Duration: 1 round
and cold damage and ignores any negative effect for fighting
underwater. A tiny illusory quill moved by a skeletal hand appears near a
At Higher Levels. When you cast this spell using a spell creature you can see within range, and mimicking your
slot of 2nd level or higher, you can target one additional moves gently tickles the target forcing it to make an
creature for each slot level above 1st. Intelligence saving throw or take 1d6 psychic damage. A
creature failing this save has disadvantage to ability checks
Power Word Quill and, if able, laughs so loudly that any creature within 100 feet
9th-level conjuration can hear the laughter clearly. A creature without feet or
Casting Time: 1 action armpits is immune to the effects of this spell.
Range: Self This spell's damage increases by 1d6 when you reach 5th
Components: V level (2d6), 11th level (3d6), and 17th level (4d6).
Duration: Special
You utter the secret name of the Sacred Quill of Power, which
pops in your hand. Any creature can use it in any of the
following ways, then the spell ends.
Tickle to Death. You tickle a creature within 5 feet of you
with the Sacred Quill of Power. To do so you must use your
action to make a melee spell attack against the creature. On a
hit the target falls prone and is incapacitated laughing while
you concentrate on this spell and stay within 5 feet of the
target. At the end of your next turn, if the effect is still on, the
target dies and the spell ends. If the target has legendary
action, it takes 10d10 psychic damage instead of dying.
Write the Honkswer. You pose a question to the Sacred
Quill of Power, which instantly writes the true answer to that
question (if any) on the nearest flat surface, then the spell
ends. The Quill will answer in any possible moment to the
first question made by the creature holding it, no matter if
meant to be "the" question. The answer will be true, but not
necessarily complete or useful.
Storm of the Honking Chaos
7th-level evocation
Casting Time: 1 action Goose Spirit
Range: 150 feet Large celestial (Honking Defender); fiend (Chaos Gander);
elemental (Primal Honker); (Goose)
Components: V, S
Duration: Concentration, up to 1 minute
Armor Class 11 + the level of the spell (natural armor) + 2
You call forth the power of Honking Chaos which comes in (Honking Defender only)
the form of six 10-foot radius spherical bursts of honking Hit Points 50 + 10 for each spell level above 5th
nonsense within range. A creature in the area of more than Speed 30 ft., fly 40 ft., swim 60 ft.
one burst is affected only once. As a bonus action on each of
your subsequent turns, until the spell ends, you can move any STR DEX CON INT WIS CHA
number of the bursts by up to 20 feet within the spell's range.
At the end of each of your turns, you choose on of the 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
following effects:
Cachonkphony. Loud and senseless honking fills the air in Damage Resistances radiant (Honking Defender only); fire
the area and can be heard up to a mile away. Creatures in the (Chaos Gander only); poison (Primal Honker only)
area are deafened until the end of your next turn and must Condition Immunities charmed, frightened
Senses darkvision 60ft., passive Perception 12
make a Strength saving throw or take 3d10 thunder damage. Languages understands the languages you speak but can
Creatures made of inorganic materials such as stone or express only through honking
crystal have disadvantage to this saving throw. Nonmagical Challenge - Proficiency Bonus equals your bonus
objects in the area that are not worn or carried also take the
damage. Actions
Flaming Plumes. A fluffy cloud of burning plumes fills the
area and creatures in it must make a Dexterity saving throw Multiattack. The spirit makes a number of attacks equal to
half this spell’s level (rounded down).
or take 3d12 fire damage. Flammable objects that are not
worn or carried instantly ignite and the area fills with heavily Beak. Melee Weapon Attack: your spell attack modifier to
obscuring smoke that dissipates at the beginning of your next hit, reach 10 ft., one target. Hit: 1d10 + 3 + the spell's
turn. level piercing damage, and the target is grappled by the
Geeseturbing Madness. Anserath's madness permeates spirit's beak if it's Huge or smaller (escape DC equals your
spell save DC).
minds within the area. Any creature in the area has
disadvantage on Constitution saving throws made to keep Booming Honk (Primal Honker Only). Ranged Spell Attack:
their concentration, and must make a Wisdom saving throw your spell attack modifier to hit, range 120 ft., one target.
Hit: 1d10 + 3 + the spell's level thunder damage and any
or take 3d8 psychic damage and be able to express only creature within 10 feet of the target must make a
honking until the end of your next turn. Constitution saving throw or take the same damage and fall
Thonkxic Eggs. Multiple rotten eggs materialize midair prone.
and suddenly explode, filling the air with a sulfur-smelling Honk of Fury (Chaos Gander Only). Ranged Weapon Attack:
gas. Creatures in the area must make a Constitution saving your spell attack modifier to hit, range 120 ft., one target.
throw or take 3d12 poison damage, drop prone reeking and Hit: 1d10 + 3 + the spell's level fire damage and any
be poisoned until the end of your next turn. creature within 5 feet of the target (including the target
itself) can use its reaction to make one melee attack.
Summon Goose Guardian Threatening Honk (Honking Defender Only). Ranged
5th-level conjuration Weapon Attack: your spell attack modifier to hit, range
120 ft., one target. Hit: 1d10 + 3 + the spell's level radiant
Casting Time: 1 action damage and the target makes a successful Wisdom saving
Range: 90 feet throw to not be frightened until the end of the spirit's next
Components: V, S, M (A platinum goose figurine worth at turn.
least 500 gp)
Duration: Concentration, up to 1 hour
You call forth a goose spirit. It manifests in a different and your companions. In combat, the creature shares your
corporeal form depending on the Goose of Power it is bound initiative count, but it takes its turn immediately after yours. It
with, and appears in an unoccupied space within range. This obeys your verbal commands (no action required by you). If
corporeal form uses the Goose Spirit Stat block. When you you don’t issue any, it takes the Dodge action and uses its
cast the spell choose between Honking Defender, Chaos move to avoid danger.
Gander or Primal Honker. Your choice determines certain At Higher Levels: When you cast this spell using a spell
traits in its stat block. The creature disappears when it drops slot of 6th level or higher, use the higher level whenever the
to 0 hit points or when the spell ends. The creature is an ally spell’s level appears in the stat block.
to you
Web Limbs
3rd level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A creature of your choice that you can see within range is
forced to make a Constitution saving throw that can willingly
fail. A creature failing this saving throw is subject to one of
these effects (your choice):
Webbed Feet. Target's feet become webbed. The creature
gains swimming speed equal to its normal speed (adding it to
any swimming speed it already has got) when not wearing
footwear, but upon taking the Dash action it must make a
Dexterity (Acrobatics) CD 10 ability check or fall prone. A
creature without feet or with already webbed feet is immune
to this effect.
Webbed Hands. Target's hands become webbed. The
creature gains swimming speed equal to its normal speed
(adding it to any swimming speed it already has got) but can't
wear gloves or rings and has disadvantage to any Dexterity
ability check that involves a fine use of fingers, such as
pickpocket attempts or using thieves' tools. A creature with
no hands or with already webbed hands is immune to this
effect.
A remove curse, greater restoration or heal spell will revert
any of these effects.
Swift Quillver
5th-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (an empty quiver and a goose feather)
Duration: Concentration, up to 1 minute
You transmute your quiver so it produces an endless supply
of goose quill shaped darts, which seems to leap into your
hand when you reach for it. These magical quills can be
thrown or used as ammunition for any bow, crossbow or
blowgun, having a range of 100/400 ft and dealing 1d12
piercing damage regardless of the weapon used.
Upon hitting a foe with any of these quills, once per turn
you can channel the magic of a Great Goose of Power on the
quill triggering one of these effects:
Chaos Quill. The quill deals an additional 1d8 force
damage and a target hit by this quill must use its reaction to
move in a random direction up to its speed (this movement
can provoke attacks of opportunity) as a chaos pulse flows in
its body.
Golden Quill. The quill deals an additional 1d8 radiant
damage and a target hit by this quill is blinded until the end
of its next turn as a light flash erupts by the quill.
Ur-quill. The quill deals an additional 1d8 poison damage
and a target hit by this quill is restrained until the end of its
next turn as the quill transmutes in thorns and vines
entangling it.
The fabled curse of the golden feathers at work

teleportation the target and the touched object or creature


Fowlish Curses also breaks the curse.
The Geese of Power and their creatures are whimsical and Feathered Doom
vengeful beings, often easy to anger. To make things worse,
they usually have a chaotic sense of humor that often gets One of Anserath's favorite tricks, it turns the creature into an
mixed up with their sense of justice (when they have any). archenemy of all goosekind.
The following curses can be laid as a trap, a punishment or Pronouncement. The creature hears a threatening,
a consequence of seriously crossing one of the Geese of otherworldly honk that is full of hate.
Power. They are intended more as a way to mess up with the Burden. Every goose creature with Intelligence 3 or lower
characters, than as a critical danger. Spells at the characters' is hostile to the cursed creature and attacks it on sight. Other
disposal might relieve these curses' effects temporarily but goose creatures make a DC 12 Wisdom saving, becoming
can't lift them completely. hostile to the cursed creature on a failed save.
A remove curse spell cast on the victim of such a curse Resolution. The target must become part of a flock of
suppresses the burden for 1 hour. A greater restoration spell goose creatures for a full, uninterrupted week. If the target
suppresses the burden until the victim finishes a long rest. approaches the flock with this intention in mind, then a DC
Death usually ends a curse, but the curse returns in full force 20 Wisdom (Animal Handling) check is enough to prevent the
if the cursed character returns to life without resolving the geese from attacking it (unless the geese have other reasons
curse. If you want to read more information about this kind of to attack). During the week, the target must spend at least 8
curse, see Van Richten's Guide to Ravenloft. hours per day in the company of its flock, behaving just like
them. After doing so, the curse is lifted.
Curse of the Golden Feathers
This is similar to the curse that falls on anybody that touches Killing the Golden Goose
a goose of the golden feathers, punishing the greed of Killing a creature protected by this curse is a sure way to lose
whoever wants to pick the goose's golden feathers. one's wealth.
Pronouncement. When Mother Goose recounts the fable Pronouncement. The fabled goose of the golden eggs
of the goose of the golden feathers, she says "Who wishes to provides one golden egg per day. Who kills it, usually in hope
pluck a feather of the golden goose, will find the feather to be to harvest more golden eggs from the goose's dead body,
as sticky as its desires." brings down this curse on itself. From this comes the idiom
Burden. The target that touched the protected item or "killing the goose of the golden eggs", known to many.
creature becomes restrained. While restrained, the target is Burden. The target has disadvantage on any ability check
stuck to the item or creature and will follow it wherever it to find precious goods or accumulate wealth of any kind.
goes, unless one of them is teleported away. Another creature Whenever one or more dice are rolled to randomly determine
touching or hitting with a melee attack the cursed target is the amount or the value of treasures or items found by the
also targeted by this curse, becoming stuck to the touched character, the result is always the one less convenient for the
creature instead. target (like the lowest amount of coins, or the highest price
Resolution. The curse lasts until the cursed target makes for a magic item).
a gesture of genuine generosity, like giving away its precious Resolution. The protected creature that was killed must
belongings at least as worth as the average value of a magic be brought back to life, or the target must find an egg from a
item for the character's level or the creature's CR (see Magic golden goose, hatch it, protect it and nurture it personally
Items in the Dungeon Master's Guide). Separating with until it becomes adult. This usually takes six months.
10 minutes (therefore can't cast spells with verbal
components or use magic items that require an activation
word). Roll a d20 every 10 minutes: on a result from 11 to 20,
the target's speech ability goes back to normal.
Resolution. The target must create, commission or find a
work of art that shows the beauty, power or good qualities of
geese, and donate it to a place dedicated to them (like a
temple of the Great Golden Goose.)
Wrath of the Goose
The mind of the character is shattered by fowlish thoughts,
becoming confused and dangerous. This curse usually
originates from Anserath, the Honking Chaos.
Pronouncement. By the protected area, object or creature,
it is possible to hear several chaotic honks that come from
nowhere but can be heard directly in the mind.
Uncanny Goose Burden. When the target rolls a 1 on the d20 for an ability
The creature crossed the geese of power and now is being check, attack roll or saving throw, it receives the effects of the
stalked by a magical, unkillable goose. honkeous laughter* spell. If this happens again while the
target is under the effect of this spell, the target uses its
Pronouncement. This curse is usually signaled by a goose- reaction to move towards the closest non-goose creature and
shaped birthmark on the body of the target. Depending on make a melee attack against it.
the effect intended by the cursing power, killing such a Resolution. The target must find the transcendent peace
creature can transmit the curse to the killer. of the Great Golden Goose. This can be achieved by going
Burden. Whenever the target rolls a 1 on the d20 for an through a migration of enlightenment (a quest at the DM's
ability check, attack roll or saving throw, a domestic goose choice), touching the Golden Egg of Divinity, or receiving a
uncannily appears in a free space within 20 feet of the target. remove curse spell from a goose creature that considers the
The goose is immune to all divination and mind-reading target worthy of it.
magical effects, and any kind of magic effectively registers
that the goose is not there (but it is). The goose can be killed
or imprisoned, but comes back to life at full hit points or frees A peasant finds a golden goose in a cut tree
itself as soon as nobody is watching it.
Resolution. The target must be transformed into a beast
that is a goose creature, then receive the remove curse spell
or similar magic.
Webbed feet
A territory that is sacred to geese will curse the feet of who
walks through it.
Pronouncement. By the entrance of the area, a writing in
Abyssal, Celestial or Primordial says: "Who dares to step in
the land of geese, will only take goose steps."
Burden. The targets receives the legs effect of the web
limbs* spell.
Resolution. The target has to befriend a goose creature.
Woeful Honking
The character seriously disrespected a goose creature or
goosekind in general, and will now suffer the consequences
by sounding just like the thing that the character offended.
Pronouncement. The curse can be pronounced by a
powerful goose creature or spellcaster, or just be part of the
folklore and rituals revolving around geese. The curse usually
recites: "Whoever will speak ill of the goose, will then speak
just as the goose".
Burden. When the target first receives the curse, and when
the target rolls a 1 on the d20 for an ability check, attack roll
or saving throw, it can express itself only through honking for
Magic Honktems Magic Honktems by Rarity
Rarity Item Attunement
In the following pages you will find several magic items
related to the geese of power, Mother Goose, or to other Common Goose Quill No
aspects of goose existence. Common The Real Game of the Goose No
Apparagoose of Kwalish Uncommon Wild Goose Chasers Yes
Wondrous Item, Very Rare Uncommon Goose Wine No
This item first appears to be a Medium metallic egg weighing
100 pounds. The egg has a hidden engraved phrase, which Uncommon Honkarina Yes
can be found with a successful DC 15 Intelligence Rare Cane of the Silly Goose Yes
(Investigation) check. Uttering the sentence hatches the egg
into a large metallic goose, with a porthole on his rear, Rare Crown of the Flaming Goose Yes
allowing two Medium or smaller creatures to crawl inside. Rare Goose Cooker No
Ten feathers-like levers are set in a row at the far end, each in
a neutral position, able to move either up or down. Rare Goosebumps Cloak Yes
The apparagoose is a Large object with the following Very Rare Apparagoose of Kwalish No
statistics: Very Rare Totally Normal Goose Figurine No
Creature Capacity: 1 crew, 1 passenger Very Rare Gooseslinger Yes
Armor Class: 19
Hit Points: 120 Legendary Eyeglasses of Mother Goose Yes
Speed: 20 ft., fly 40 ft. (or 0 ft. for both if the wing and legs Legendary Honkenbonker Yes
aren't moving)
Damage Immunities: poison, psychic Artifact Golden Egg of Divinity Yes
Artifact Honkonomicon Yes
To be used as a vehicle, the apparagoose requires one pilot.
While the apparagoose’s porthole is closed, the compartment
is airtight and holds enough air for 8 hours of breathing.
The Apparagoose floats on water and can move at its land A creature in the compartment can use an action to move as
speed on it, but can’t go willingly underwater. If it goes many as two of the apparagoose’s levers up or down. After
underwater it immediately shrinks back in the egg form and each use, a lever goes back to its neutral position. Each lever,
any passenger inside is expelled outside, in the nearest from left to right, functions as shown in the apparagoose of
unoccupied space, suffering 2d6 bludgeoning damage. Honkish Levers table.
Apparagoose of Kwalish Levers
Lever Up Down
The apparagoose begins to shrink, reducing the speed to 0.
Wings and legs begin to move, allowing the
1 When all passengers are outside it goes back in the egg
apparagoose to walk and fly.
form.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Sharp teeth extend from the apparagoose beak. The teeth retract.
The beak with extended teeth makes the following The beak with extended teeth makes the following melee
5 melee weapon attack: +8 to hit, reach 10 ft., one weapon attack: +8 to hit, reach 10 ft., one target. Hit: The
target. Hit: 7 (2d6) slashing damage. target is grappled (escape DC 15).
6 The apparagoose walks or fly forward. The apparagoose walks backward or starts to float midair.
7 The apparagoose turns (up to) 90 degrees left. The apparagoose turns (up to) 90 degrees right.
Powerful Honk (Recharge 5-6, only after the lever is
lowered). Each creature within 10 ft., other than the
8 apparagoose and the creatures within it, must make Gives the chance to recharge the Powerful Honk.
a Constitution saving throw (save DC 15) or take
2d6 (7) thunder damage.
The apparagoose flies down 20 feet, eventually allowing it to
9 The apparagoose flies up 20 feet.
land safely on an area of at least 10 ft. square of solid ground.
10 The rear porthole unseals and opens. The rear porthole closes and seals.
Apparagoose Eyeglasses of Mother Goose
of Honkish Wondrous Item, Legendary (Requires Attunement)
These elegant glasses are said to have once belonged to the
legendary fey known as Mother Goose. When you are attuned
to these eyeglasses you gain these benefits:
You have advantage on Intelligence, Wisdom and
Charisma saving throws.
You gain proficiency with the following skills: Arcana,
History, Nature and Religion. If you already have
proficiency with one of these skills, you gain expertise in
that skill instead. If you already have expertise with one of
these skills, when you make a check with that skill, you
can treat a d20 roll of 9 or lower as a 10.
You can spend 10 minutes telling beautiful stories and
nursery rhymes to your companions, shoring up their
morale and mental strength. When you do so, choose up
to eight friendly creatures (which can include yourself)
Cane of the Silly Goose within 30 feet of you who can see or hear you and who
Wand, Rare (Requires Attunement by a Spellcaster) can understand you. Each creature has advantage on
This walking cane has 7 charges for the following properties: saving throws against being charmed or frightened for one
Honk. While holding the cane, you can use an action to hour. Once you use this feature, then you can't use it again
expend 1 charge and magically influence a creature of your until the next dawn.
choice that you can see within 60 ft. and that can hear you. You can cast the cantrip goosance* at will. If you already
Creatures that can't be charmed are immune to this effect. know this cantrip you can choose to avoid the effect that
The target must make a DC 15 Charisma saving throw makes you and the target express only by honking (see the
(goose beasts have no save). On a failed save, the target does spell text).
nothing more than honk as loud as possible and becomes
incapacitated until the end of its next turn.
Cone of Silliness. While holding the cane, you can use an
action to expend 2 charges, causing the wand's tip to emit a
20-foot cone of iridescent light. Each creature in the cone
must succeed on a DC 15 Wisdom saving throw or become
affected by the confusion spell for 1 minute. At the end of
each of its turns, a creature can repeat the saving throw,
ending the effect on itself on a success.
The cane regains 1d6 + 1 expended charges daily at dawn.
If you expend the cane's last charge, roll a d20. On a 1, the
cane transforms into a wand of wonder.
Crown of the Flaming Goose
Wondrous Item, Rare (Requires Attunement)
Legend says that a set of these crowns were forged from the
steel of the chains with which the abyssal lord Pazuzu tried
(unsuccessfully) to control Anserath, the Honking Chaos.
Whilst wearing this crown you gain the following benefits:
You have advantage on all saving throws against fire and
you are immune to any negative consequences inflicted by
nonmagical extreme heat conditions.
When one of your allies takes damage within a 30-foot
radius, you can use your reaction to benefit from their
pain. Choose a target that you can see, the first time you
deal damage to that target on your next turn it takes an
extra 1d12 fire damage that ignores resistance to fire.
If you are a spellcaster you learn the firebolt cantrip. If you
already know this cantrip it deals 1d10 extra damage.
You gain the flaw “I deeply enjoy the suffering of both
allies and enemies, and I will do everything I can to
continue this pleasure”, or a similar flaw in accordance
with your DM.
Golden Egg of Divinity emotion (2 charges), cure wounds (1 charge per spell level, up
Wondrous Item, Artifact (Requires Attunement) to 5th), fabricate (4 charges), gaze of the golden goose* (6
charges), goodberry (1 charge), greater restoration (5
The Golden Egg of Divinity is an object of legend, about charges), protection from evil and good (1 charge), remove
which famous bards have written tales, many of which are curse (3 charges). You can also use an action to cast one of
particularly loved by children. Some say it was laid by the the following spells from the Divine Golden Egg without
Great Golden Goose itself, others say it's the same egg from using any charge: animal friendship, detect evil and good,
which the Great Golden Goose was generated. All this does druidcraft, guidance, light.
nothing but fuel the age-old question, which came first: the As Luck Would Have it. You can expend 1 charge (no
goose or the egg? However, what all the stories agree on is action required) whenever you or any other creature within a
that this palm-sized golden egg has a perfectly smooth and 60-foot radius of the Egg makes an attack roll, an ability
totally undamaged surface. It effuses a pleasant warmth to check, or a saving throw, to roll an additional d20 and use the
the touch, and despite its delicate appearance it seems totally one that uses the highest number. You can choose to do this
indifferent to any impact or damage. Throughout history, only after the roll, but before the outcome is determined. When
a lucky few have come into possession of the Egg, which has you do this no other creature, even with the Lucky feat, can
always brought them great prosperity. It is equally well spend luck points or do anything else to influence the
known that when feelings of greed and evil have made their outcome of the roll any further.
way into the heart of those who possessed the Egg, it has Prosperity. Daily at dawn the Egg can create one
always brought great misfortune before mysteriously seemingly identical copy of itself. The copy has no magical
disappearing. power but is made of solid gold. To make this happen, the
Benevolent Magic Focus. The Golden Egg of Divinity can owner of the Golden Egg of Divinity must make at least one
be used as a spellcasting focus by any spellcaster attuned to true and selfless gesture of altruism or goodwill towards
it, while carried or held. An evil creature that attunes to the others the day before. One solid gold egg can be sold for 500
Golden Egg of Divinity immediately suffers the effects of the gp, alternatively it can be used to replace any type of
Curse of the Golden Feather (see "Curses" earlier in this expensive component needed for spellcasting (only by a
chapter) that can't be prevented in any way. spellcaster of good alignment), up to a maximum of 1000 gp
Random Properties. The Golden Egg of Divinity has the worth of materials.
following randomly determined properties: Kindhearted. The Golden Egg of Divinity can disappear if
2 minor beneficial properties its owner repeatedly behaves in a greedy, selfish or cruel way.
2 major beneficial properties It can only be stopped by casting a wish spell each week,
however there is a 10% chance that this is still not enough to
Spells. The Golden Egg of Divinity has 10 charges and stop it.
regains 1d6 + 4 expended charges daily at dawn. While Destroying the Golden Egg of Divinity. It is said that the
carrying or holding it you can use an action and expend 1 or Golden Egg of Divinity cannot be destroyed until time itself is
more charges to cast one of the following spells (save DC 18 destroyed and the question “which came first” is answered.
and +4 spellcasting ability modifier, or your spell save DC and However, cooking the Golden Egg for 24 hours in the heat of
your spellcasting ability modifier, if higher) among: calm the Elemental Plane of Fire and then feeding it to the
tarrasque makes it disappear for 1d100 years.
Goose Cooker
Wondrous Item, Rare
This item is a small depiction of Anserath, the Honking
Chaos. It weighs 10 pounds and has 6 charges. While holding
it, you can use an action to expend 1 or more of its charges,
whereupon a corresponding number of heads open their
beaks with the following effects:
One head (1 charge) generates a spark that can instantly
light a candle, a torch, a small campfire or one flammable
object within 20 feet that isn’t being worn or carried.
Two heads (2 charges) generates a sheet of black flames.
Each creature in a 15-foot cone must make a Dexterity
saving throw (save DC 13). A creature takes 1d8 necrotic
damage plus 1d8 fire damage on a failed save, or half as
much damage on a successful one. The fire ignites any
flammable objects in the area that aren't being worn or
carried.
Three heads (3 charges) erupt in a powerful honk as per
the chaos honk* spell (save DC 15).
Every time you spend more than 1 charge roll a d20. On a
1 the chaos and rage of Anserath temporarily breaks through
the object. Each creature within 20-foot radius (including the
bearer of the item) must make a Dexterity saving throw (save
DC 15). A creature takes 2d6 necrotic damage plus 2d6 fire
damage on a failed save, or half as much damage on a successful one. After that Anserath is pleased and the Goose
Cooker instantly regains 1d3 charges.
The item regains 1d4 + 2 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the item
transforms into a decanter of endless water.
Goose Quill
Wondrous Item, Common
This apparently ordinary goose quill hides a spark of the
mischievous nature of the Ur-goose, Primordial of Havonk.
While using this quill you gain proficiency in the forgery kit. If
you already have proficiency in the forgery kit you have
advantage in all Charisma (Deception) checks made to hide
the truth in something you are writing, like a false report
written for someone you want to trick, or a false love letter
for someone you want to scam.

Goose Wine
Potion, Uncommon
The liquid of this potion looks just like plain drinking water.
When you drink this potion you regain 4d4 + 4 hit points and
you gain resistance to nonmagical bludgeoning, piercing, and
slashing damage until the beginning of your next turn. After
drinking this potion roll a d20. On a 1 you discover too late
that this is not a Goose Wine potion but a Go Swine potion.
You immediately become a boar for 1d4 rounds and you are
under the effect of confusion spell while in this form.
Goosebumps Cloak Honkarina
Wondrous Item, Rare (Requires Attunement) Wondrous Item, Uncommon (Requires Attunement)
This gorgeous cloak of white feathers with a golden sheen is This beautiful ocarina was made from the shards of the Great
said to be a gift from The Great Golden Goose itself to Golden Goose’s eggshell and shows rainbow reflections when
protect all kind-hearted creatures. While wearing this cloak lit by sunlight. When attuned to this object you gain a use of
you gain the following benefits: Bardic Inspiration and you have advantage in all Charisma
(Performance) checks made with this object.
You have advantage on all saving throws against cold and If you are a bard you also gain the following benefits:
you are immune to any negative consequences inflicted by
nonmagical extreme cold conditions. You can use an action to play the instrument and cast the
You can use a bonus action to turn the cloak into a pair of enhance ability spell, the honkeous laughter* spell or the
white goose wings on your back for 1 minute. The wings plumage armor* spell. Once the instrument has been used
give you a flying speed of 50 feet. When they disappear, to cast a spell, it can't be used to cast that spell again until
you can't use them again for 1 hour. the next dawn. The spells use your spellcasting ability and
You can cast feather fall spell and warding bond spell spell save DC.
without any material component. Once the cloak has been You gain 1 fortune coin. Whenever you make an attack
used to cast a spell, it can't be used to cast that spell again roll, an ability check, or a saving throw, you can spend your
until the next dawn. fortune coin to roll an additional d20. You can choose to
You gain the personality trait “I watch over my friends as if spend your fortune coin after you roll the die, but before
they were new hatched goslings” or a similar one in the outcome is determined. You choose which of the d20s
accordance with the DM. is used for the attack roll, ability check, or saving throw.

Gooseslinger Honkenbonker
Simple Weapon (Light Crossbow), Very Rare (Requires Martial Weapon (Maul), Legendary (Requires Attunement,
Attunement) See Text)
This light crossbow is carved with images of geese wearing Ominous tales speak of the creation of these weapons: it
cowboy hats. You gain a +2 bonus to attack and damage rolls seems that they were forged by Ur-goose, Primordial of
made with this magic weapon. The crossbow is also fitted Havonk himself, who gave them to mortals to bring
with a round magazine that can hold up to eight crossbow devastation to civilization and cast uncertainty on the plans of
bolts. It automatically reloads after firing until the cartridge those who thought they could control nature.
runs out of ammunition. Reloading the cartridge takes an Even if you are not attuned to this weapon you gain a +3
action. bonus to attack and damage rolls made with it. If you are
The weapon has 3 charges. When you hit with a ranged attuned to the weapon you gain the following benefits:
attack you can expend 1 of its charge and the dart fired
immediately transforms to create one of the following effects. The weapon ignores any resistance to bludgeoning
Exploding egg. The target takes an extra 3d6 force damage. Whenever the weapon hits an object, the hit is a
damage. critical hit.
Fluffy feathers. The creature you hit doesn’t take any Difficult terrain doesn't slow you and you leave behind no
damage, instead it regains a number of hit points equal to tracks or other traces of your passage.
3d8 + your Dexterity modifier. This has no effect on undead You are immune to magic that allows other creatures to
or constructs. read your thoughts, determine whether you are lying,
Stinky poop. The target must make a Constitution saving know your alignment or know your creature type.
throw (DC 15) against poison. On a failed save, the creature Creatures can telepathically communicate with you only if
spends its action retching and reeling until the end of its next you allow it.
turn. Creatures that don't need to breathe or are immune to You can use an action to strike the ground and cast the
poison automatically succeed on this saving throw. earthquake spell centered on you. You are immune to the
If you score a critical hit the geese carved on the crossbow effect of the spell and you can use your Strength for
get excited and the weapon immediately regains 1 charge, if determining your spellcasting ability and spell save DC.
you score a natural 1 on attack roll the geese silently start Once the weapon has been used to cast the spell it can't
booing you and the weapon loses 1 charge. The weapon be used to cast it again until the next dawn.
regains 1d3 expended charges daily at dawn.
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
Honkonomicon goose guardian* (5 charges), swift quillver* (5 charges), web
Wondrous Item, Artifact (Requires Attunement, see Text) limbs* (3 charges). You can choose to cast any of these spells
The Honkonomicon is the realization of an absurd ambition: using your spell slots instead.
to control chaos through chaos. The book’s cover was bound You can also use an action to cast one of the following
in the skin of one of the many heads of Anserath, its pages spells from the Honkonomicon without using any charge:
are made of paper fabricated by the Ur-goose, and they were gooseance, honkeous laughter, quill the dead* .
written with a quill from the Great Golden Goose herself. The Goosomancy. While holding or carrying this book, any
whole crafting process happened in the Limbo, the plane of spell that you cast that would have specific effects against
pure chaos, where the mind has power over matter and fiends or other extraplanar creatures (like protection from
energy. By doing so, they created a book that could hold all evil and good, magic circle or planar binding) can also affect
knowledge (both magical and mundane) about goosekind, goose creatures in the same way. When you use such a spell
and a tool to realize the impossible: to control the geese. against a goose creature, you can increase the spell’s level up
However, it had to be an imperfect tool, as the magic of the to 9th without consuming slots of a higher level (regardless of
Honkonomicon (and the geese it must control) is chaotic by what spell slot you used, if any) and the goose creature has
default. Even if carrying the book gives great power over disadvantage on its saving throw against the spell.
goosekind, using it can always carry with it some Additionally, a protection from evil and good spell that only
unpredictable consequence. After its creation, the affects goose creatures is active on you while you are carrying
Honkonomicon passed into uncountable different hands, or holding the book (non concentration required). If dispelled,
with many expert (and ambitious) spellcasters finding their the book activates this spell on you again at the beginning of
end because of the book’s unstable magic. your next turn.
Honkuesque Knowledge. Even if you are not attuned to it, Destroying the Honkonomicon. To destroy the book, each
you can reference the Honkonomicon whenever you make an of the three geese of power must tear out a third of the book's
Intelligence check to discern information about goose pages. If this occurs, the pages reappear after 24 hours.
creatures or a Wisdom (Survival) check to track a goose Before all those hours pass, anyone who opens the book's
creature. When you do so, you can add double your remaining binding is transported to a location close to the
proficiency bonus to the check. heart of the Limbo through the book. There, the book must
Wild Magic. Whoever carries or holds the book (even be thrown into the swirling core of the plane of chaos,
without being attuned to it) gains the Wild Magic Surge assuming that the character can survive the plane and its
feature just as if it was a wild magic sorcerer. If the creature inhabitants. One or more death slaads will try to stop this
already has this feature, now it also triggers it on a 20. 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 Totally Normal Goose Figurine
made within the next 24 hours. (Figurine of Wondrous Power)
The creature that scores lower, and anyone who has been Wondrous Item, Very Rare
caught cheating, rolls a d6: This new kind of figurine of wondrous power is a statuette of
1. Until the end of your next long rest all geese are hostile a common white goose that looks totally normal. However,
towards you and attack you on sight. with a successful DC 10 Intelligence (Investigation) check
2. Until the end of your next long rest you randomly honk you can find that the goose holds a little knife in his beak.
while speaking. This statuette can become a demogoose of many mouths
3. Until the end of your next long rest all your hair (if any) for 1 minute. Unlike other figurines of wondrous power the
becomes feathers (color chosen by DM). creature is hostile towards everyone and will attack the
4. For the next hour you can only walk backward. closest creature to the best of its ability. The demogoose
5. You instantly honk and lay an egg. Everyone nearby understands your languages but does not obey your spoken
knows it. commands. At the end of the minute of transformation roll a
6. You gain webbed hands (see web limbs* spell) that lasts d20. On a 1 the demogoose of many mouths is totally free and
until you roll a natural 1 or 20 on a d20 roll. 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
After using the real game of the goose you can’t use it again you make a worthy sacrifice to Anserath.
until the next dawn.
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.
An adventurer flying on
the wings of a rhonk
Goostiarium

I
n these pages you will find several specimens of
goosekind that the characters can fight, befriend or Goose Creatures (Goose
tame (or die trying), ranging from the humble
domestic goose to the geese of power themselves. Tag)
For more goose creatures, see the Honkrasque and For the purpose of this book, a "goose creature" is a creature
Circle of the Honk on DMsGuild. with the Goose tag. Several components of this book refer to
goose creatures, like the spell conjure honkland beings or the
CR Creature Type Honkonomicon artifact. You will see that all of the creatures
in the following pages have the Goose tag, except for the
0 Domestic Goose Beast fabled Mother Goose.
0 Wild Goose Beast The DM could expand the Goose tag to creatures from
other books when it makes sense to do so, such as for the
1/4 Goose Skeleton Undead monster from Circle of the Honk.
1/4 Goose Zombie Undead
1/2 Honkatrice Monstrosity Honkify Your Monster
1 Feathered Ooze Ooze If you wish so, you can turn a monster into its goose-related
version by changing its physical appearance and behavior and
1 Feathered Wrath Undead adding the Goose tag to it. Here's some examples:
1 Flock of Geese Beast
Goosicorn (Unicorn)
1 Giant Goose Beast If you roam in an enchanted forest, you might encounter one
2 Grifoose Monstrosity of the sacred children of the Great Golden Goose: the
legendary goosicorn. This celestial giant goose can manifest
2 Weregoose Humanoid its shimmering shield with a holy honk, and attacks with its
3 Demogoose Fiend wings just as hard as a unicorn would with its hooves.
4 Feathers Golem Construct Honkering Beaker (Gibbering Mouther)
4 Honkecho Undead When the energies of the Far Realm contaminate the powers
of goosekind, the result can be a goose-shaped gibbering
5 Megoosa Monstrosity mouther called a honkering beaker. This goosish aberration
6 Goose of the Golden Feathers Celestial has a moltitude of beaks that express its gibbering ability as a
cacophony of honks.
6 Honkimera Monstrosity
7 Demogoose of Many Mouths Fiend Vronk (Vrock)
A vrock demon that belongs to Anserath's following is called
7 Mother Goose Fey a vronk. Its head and beak resembles more of a goose than a
10 Honkdra of the Ponds Monstrosity vulture, and its stunning screech sounds like a high-pitched
honk.
11 Rhonk Monstrosity
12 Gray Honker Monstrosity
13 Gooseflayer Collective Aberration
Magical Attacks and Damage
15 Honkecho, Primal Undead
Instead of writing the Magical Weapons ability in the stat
18 Honkraken Monstrosity blocks, we have chosen to indicate if an attack deals
magical bludgeoning, piercing or slashing damage in the
23 Anserath Fiend text of the attack itself, like in the following example "19
(2d10 + 8) magical piercing damage". For all intents and
24 Great Golden Goose Celestial purposes, consider a creature with this kind of wording in
its stat block as having the Magical Weapons ability.
26 Ur-goose Elemental
Raging Geese. Goose creatures within 6 miles of the lair
Anserath develop violent tendencies (even more than usual) and could
try to eat any other creature.
Anserath, the Honking Chaos, is the demon lord of anger and Filthy and Hungry. Within 6 miles of the lair, creatures
pointless destruction. Originally created by Pazuzu as his war need two days of food per day to sustain themselves.
dog, Anserath immediately fell out of control and ran away Additionally, Wisdom (Medicine) checks have disadvantage,
from its master. After doing so, the Honking Chaos first and Charisma (Intimidation) checks have advantage.
joined Demogorgon, then abandoned him too to go on its
own way. Now Anserath nests in the Seeping Woods of If Anserath dies, these effects fade over the course of 1d10
Yeenoghu's Realm, claiming no allegiance to any demon other days.
than itself and frequently scouring through the Abyss in
search for an excuse to move battle to anybody or anything. Fowlish Mutations
The demon lord is also known as the Raging Mouths
because of its insatiable desire to bite and eat anything on its When Anserath feeds upon a creature, it randomly twists and
trail. The dozens of goose heads composing Anserath's body warps the creature's body to make it more and more in the
are perpetually honking in a mixture of anger and hunger, demon lord's resemblance, until it become a horrifying
and will never lose the chance to try to "taste" something in demogoose*. When this happens, roll on the Fowlish
front of them. As primordial chaos flows strongly inside of Mutations table. The greater restoration spell or similar
the demon lord, creatures bitten by it can experience severe magic heals a mutation, as does a remove curse spell casted
avian mutations that can eventually turn the victim into an by a goose creature.
actual demogoose, a demonic goosish horror. Fowlish Mutations
See Chapter 1 for more information about Anserath.
d8 Mutation
Anserath's Lair The target's feet become webbed. Its speed is
Anserath has a permanent nest in the Seeping Woods, on the 1 halved, but gains a swim speed equal to its basic
speed.
layer of the Abyss known as Yeenoghu's Realm. However, the
Honking Chaos is often wreaking havonk somewhere else The target's head becomes the one of a goose. It
and has the habit to temporarily nest wherever it’s spending can't speak or cast spells with verbal
some time. The Raging Mouth's lair is a tangle of materials 2 components, but can make unarmed attacks
picked from its surroundings, and extremely foul. with the beak that deal 1d4 damage plus its
Strength modifier.
Lair Actions The target's arms become goose wings. The
On initiative count 20 (losing initiative ties), Anserath can target drops everything that it's holding and has
take one of the following lair actions; it can’t take the same 3
no hands anymore, but gains a flying speed of 15
lair action two rounds in a row: feet.
Festering Filth. Until the next initiative count 20, The target grows oversized feathers all over its
creatures in the lair have disadvantage on saving throws 4
body. It has disadvantage on Dexterity checks
against poison and take an extra 5 (1d10) poison damage (including initiative) but makes all saving throws
whenever they take any damage from any source. against cold with advantage.
Unbearable Noise. All of the demon lord's heads bicker The target grows a set of hardened bone spurs
and honk purposelessly. Until the next initiative count 20, all on each of its elbows or wrists. These bone spurs
creatures in the lair except for Anserath are deafened, have 5 can be used as unarmed attacks, and deal 1d6
vulnerability to psychic damage and make Wisdom saving bludgeoning damage plus its Strength modifier
throws with disadvantage. on a hit.
Warping Goose Heads. Three demonic goose heads
spawn from the ground and beak as many nearby creatures. The target's neck becomes surprisingly long and
Each target makes a DC 24 Dexterity saving throw, taking 10 6
can't sustain the head's weight anymore. The
(3d6) magical piercing damage and becoming grappled on a target has disadvantage on Wisdom (Perception)
failed save (DC 18 to escape). A creature grappled by one of checks.
these heads is eligible to be targeted by the Feed the Geese The target's tongue develops oversized razor-
legendary action. The heads disappear when Anserath uses sharp teeth. Whenever the target takes an action
another lair action, freeing any creature grappled by them. 7
that requires it to swallow or speak (like drinking
a potion or casting a spell with verbal
Regional Effects components) roll a d20. On a 1, the target takes
1 piercing damage.
The region containing Anserath’s nest is warped by its magic,
creating one or more of the following effects: The target's brain shrinks and becomes a goose
brain. The target has advantage on saving throws
Corrupted Birth. Once per day, an egg hatching within 6 8 against being frightened and disadvantage on
miles of the lair gives birth to a demogoose* if Anserath Intelligence attack rolls, ability checks and saving
wishes so. The demogoose grows to full size within one throws.
round.
Anserath, the Honking Abyssal Honks (Recharge 5-6). Each of Anserath's heads honks
horribly and the demon chooses up to six points it can see
Chaos within 150 feet. Each of these points magically bursts into a
15-foot radius honksplosion and everything in the area is
Gargantuan Fiend (Goose), Chaotic Evil affected by one of the following effects. A target in the area of
more than one burst is affected only once. Roll a d6:
Armor Class 21 (natural armor)
1-2. Each target makes a DC 24 Dexterity saving throw,
Hit Points 312 (16d20 + 144)
taking 55 (10d10) fire damage on a failed save, or half as
Speed 40 ft., climb 40 ft., fly 50 ft.
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.
STR DEX CON INT WIS CHA 3-4. Each target makes a DC 24 Constitution saving throw.
27 (+8) 8 (-1) 29 (+9) 7 (-2) 17 (+3) 26 (+8) 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
Saving Throws Dex +6, Int +5, Wis +10, Cha +15 next turn.
Skills Athletics +15, Intimidation +22, Perception +17, Survival 5-6. Each creature makes a DC 24 Constitution saving
+10 throw. On a failed save, a target takes 66 (12d10) poison
Damage Resistances cold, fire, lightning, thunder; bludgeoning, damage and becomes poisoned. A creature can repeat the
piercing, and slashing (only while berserking honkwakening saving throw at the end of each of its turns, ending the effect
is active) on itself on a success.
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks Spellcasting. Anserath casts one of the following spells,
Condition Immunities charmed, exhaustion, frightened, requiring only verbal component and using Charisma as the
poisoned, prone spellcasting ability (spell save DC 23):
Senses truesight 120 ft., passive Perception 27
Languages understands All, telepathy 120 ft. At will: chaos honk, confusion, dominate beasts (goose
Challenge 23 (50,000 XP) Proficiency Bonus +7 beasts have no save), honkeous laughter
1/day each: feeblemind, teleport
Berserker Honkwakening (Recharges after a Short or Long Rest).
If Anserath would be reduced to 0 hit points, its current hit Legendary Actions
point total instead resets to 310 hit points, it recharges its Anserath can take 3 legendary actions, choosing from the
Cachonkphonical Madness, it regains any expended uses of options below. Only one legendary action option can be used
Legendary Resistance, and it gains resistance to bludgeoning, at a time and only at the end of another creature's turn. The
piercing and slashing damage for 1 hour. Additionally, the monster regains spent legendary actions at the start of its turn.
Anserath can now use the options in the "Mythic Actions"
section for 1 hour. Award a party an additional 50,000 XP Attack. Anserath makes an attack.
(100,000 XP total) for defeating the Anserath after its Berserk
Cachonkphonical Madness (Costs 2 Actions). Each of Anserath's
Honkwakening activates.
heads honks disturbingly. Every creature within 20 feet of
Freedom of Movement. Anserath ignores difficult terrain, and Anserath that can hear it makes a DC 23 Wisdom saving
magical effects can't reduce its speed or cause it to be throw. On a failed save, a creature takes 13 (2d12) psychic
restrained. It can spend 5 feet of movement to escape from damage and becomes frightened. A frightened creature
nonmagical restraints or being grappled. repeats the saving throw at the end of each of its turns, ending
the effect on a success or taking another 6 (1d12) psychic
Legendary Resistance (3/Day). If Anserath fails a saving throw, it damage on a failed save. A creature that goes to 0 hit points
can choose to succeed instead. while frightened in this way receives a long term madness (see
Magic Resistance. Anserath has advantage on saving throws Chapter 8 of the Dungeon Master's Guide).
against spells and other magical effects. Feed the Geese (Costs 2 Actions). Each creature grappled by
Reactive. Anserath can take one reaction on every turn in Anserath takes 14 (4d6) magical piercing damage, becomes
combat. restrained while grappled and makes a DC 23 Constitution
saving throw. On a failed save, a creature develops a random
Uncountable Heads. Anserath has advantage on saving throws goose mutation (see Fowlish Mutations for the table and for
against being blinded, deafened, stunned, or knocked how to heal from it). After three of these mutations, a creature
unconscious. turns into a demogoose*. A creature affected by the web limbs
spell counts as already having one of these mutations.
Actions
Multiattack. Anserath attacks with its Webbed Claws twice, Mythic Actions
then can attack each target in reach with A Thousand Beaks or If Anserath's Berserker Honkwakening trait has activated in the
cast a spell. last hour, it can use the options below as legendary actions.
Webbed Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., Charge of A Thousand Beaks (Costs 2 Actions). Anserath moves
one target. Hit: 19 (2d10 + 8) magical piercing damage. Once up to its speed in a straight line. When Anserath enters the
per turn, Anserath can force a hit target to make a DC 23 area of a creature while doing so, it attacks the creature with A
Strength saving throw, pulling the target within 5 feet of Thousand Beaks.
Anserath's space on a failed save.
Honkfusion. Anserath casts the confusion spell with its
A Thousand Beaks. Melee Weapon Attack: +15 to hit, reach 5 Spellcasting.
ft., one target. Hit: 18 (4d4 + 8) magical piercing damage and
the target becomes grappled (DC 23 to escape).
Demogeese incarnate primordial chaos to the point of
Demogoose making it impossible to restrain them. This, added to the fact
One of the noisiest and filthiest spawns of the Abyss, the that they know no fear, is particularly frustrating for cultists
demogoose is a fiend that exists as the result of Anserath's or even more powerful demons that wish to control them for
chaotic corruption on another life-form. Since even just the their purpose. Whoever ends up summoning a demogoose
mere vicinity of the Honking Chaos is enough to make any (willingly or by mistake) soon realizes that they are better
hatching egg generate a demogoose, these fowlish horrors employed as a tool to wreck pure havoc, than as part of any
follow the demon lord's path and are considered an ominous careful planning.
sign of its influence over a region.
These fire breathing fiends are considered hateful and Demogoose of Many Mouth
undesirable even by demon standards, since when a Being an embodiment of raw chaos, demogeese are destined
demogoose shakes its wings to fly, it releases all kinds of filth to be constantly warping and evolving (if you can call it so)
around itself. Also the demon adores to terrorize the enemies even more than other members of demonkind. A demogoose
with its honk and then jump on them, taking advantage of the that survives long enough and eats plenty of living creatures
terror and mayhem that it just induced. 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
everyone in the region.
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.

Demogoose STR DEX CON INT WIS CHA


Medium Fiend (Goose), Typically Chaotic Evil 19 (+4) 14 (+2) 19 (+4) 3 (-4) 12 (+1) 18 (+4)

Armor Class 13 Saving Throws Str +7, Con +7


Hit Points 45 (7d8 + 14) Skills Acrobatics +5, Intimidation +10, Perception +4
Speed 40 ft., fly 40 ft., swim 40 ft. Damage Resistances acid, fire, thunder
Damage Immunities poison
Condition Immunities frightened, poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, telepathy 120 ft.
17 (+3) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 16 (+3) Challenge 7 (2,900 XP) Proficiency Bonus +3

Saving Throws Str +5 Freedom of Movement. The demogoose ignores difficult


Skills Acrobatics +5, Intimidation +7, Perception +2 terrain, and magical effects can't reduce its speed or cause
Damage Resistances acid, fire, thunder it to be restrained. It can spend 5 feet of movement to
Damage Immunities poison escape from nonmagical restraints or being grappled.
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 10 Three Heads. The demogoose has advantage on Wisdom
Languages Abyssal, telepathy 60 ft. (Perception) checks and on saving throws against being
Challenge 3 (700 XP) Proficiency Bonus +2 blinded, charmed, deafened, frightened, stunned, and
knocked unconscious.
Filthy Fly. When the demogoose flies, each creature within Toxic Fly. When the demogoose flies, each creature within
10 feet of its starting and landing point makes a DC 12 10 feet of its starting and landing point makes a DC 15
Constitution saving throw. On a failed save, a creature Constitution saving throw. On a failed save, a creature
becomes poisoned until the end of its next turn. takes 3 (1d6) poison damage and 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 Actions
escape from nonmagical restraints or being grappled. Multiattack. The demogoose makes three attacks with its
Barbed Beak. It can make a Honk of Terror or a Fire Breath
Actions instead of any of these attacks.
Barbed Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., Barbed Beak. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage and 5 one target. Hit: 9 (1d10 + 4) piercing damage and 5
(1d10) poison damage and the target makes a DC 13 (1d10) poison damage and the target makes a DC 15
Constitution saving throw. On a failed save, it has Constitution saving throw. On a failed save, it has
disadvantage on its next ability check or attack roll before disadvantage on its next ability check or attack roll before
1 minute has passed because of the pain of the bite. 1 minute has passed because of the pain of the bite.
Honk of Terror. The demogoose honks into the air to put Honk of Terror. The demogoose honks into the air to put
terror in the hearts of its enemies. Each creature of the terror in the hearts of its enemies. Each creature of the
demogoose's choice that is within 60 feet of the demogoose's choice that is within 60 feet of the
demogoose and can hear it must succeed on a DC 13 demogoose and can hear it must succeed on a DC 15
Wisdom saving throw or become frightened for 1 minute. Wisdom saving throw or become frightened for 1 minute.
The demogoose has advantage on attack rolls against The demogoose has advantage on attack rolls against
frightened creatures. A creature can repeat the saving frightened creatures. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune successful or the effect ends for it, the creature is immune
to the demogoose's Frightful Presence for the next 24 to the demogoose's Frightful Presence for the next 24
hours. hours.
Fire Breath (Recharge 5-6). The demogoose breathes fire in 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 40-foot line in front of it. Any creature in the area makes
a DC 12 Dexterity saving throw, taking 14 (4d6) fire a DC 15 Dexterity saving throw, taking 14 (4d6) fire
damage on a failed save, or half as much damage on a damage on a failed save, or half as much damage on a
success. success.
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 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
Medium Construct (Goose), Unaligned 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
Armor Class 13 also requires an action.
Hit Points 52 (8d8 + 16) Immutable Form. The golem is immune to any spell or effect
Speed 30 ft. that would alter its form.
Magic Resistance. The golem has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.

16 (+3) 17 (+3) 15 (+2) 3 (-4) 8 (-1) 1 (-5) Actions


Multiattack. The golem makes two Feathered Slam attacks.
Damage Resistances bludgeoning, cold, piercing
Damage Immunities poison, psychic Feathered Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Condition Immunities charmed, exhaustion, frightened, one target. Hit: 10 (2d6 + 3) magical bludgeoning damage. If
paralyzed, petrified, poisoned the target has a nose and is not immune to the poisoned
Senses blindsight 30 ft., passive Perception 9 condition, it makes a DC 12 Constitution saving throw. On a
Languages understands the languages of its creator but can't failed save, the target starts to sneeze uncontrollably and is
speak incapacitated until the end of its next turn.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Quill Shot. Ranged Weapon Attack: +5 to hit, range 40/160 ft.,
one target. Hit: 8 (1d10 + 3) magical piercing damage.
Amorphous. The golem can move through a space as narrow as
1 inch wide without squeezing. 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
Berserk. Whenever the golem starts its turn with 60 hit points creatures in the area make a DC 12 Dexterity saving throw. On
or fewer, roll a d6. On a 5-6, the golem goes berserk. On each a failed save, a creature takes 26 (4d12) magical piercing
of its turns while berserk, the golem attacks the nearest damage plus an additional 11 (2d10) fire damage if the golem
creature it can see. If no creature is near enough to move to is on fire, and the target subtracts the result of d6 to any ability
and attack, the golem attacks an object, with preference for an check or attack roll. On a success, a creature takes half as
object smaller than itself. Once the golem goes berserk, it much damage and no d6 penalty. The d6 penalty lasts until the
continues to do so until it is destroyed or regains all its hit target receives 5 or more points of magical healing or until the
points. quills are removed with a successful DC 12 Wisdom
(Medicine) check as an action.
Flammable Body. If the golem takes fire damage, it has
A creature that fails a saving throw against this action more
disadvantage on attack rolls and ability checks until the end of
than once within 24 hours also becomes targeted by the web
its next turn. However the golem's body immediately catches
limbs spell (DC 12).
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
Feathered Ooze
This peculiar and particularly foul kind of ooze has adapted
to live in places that are densely populated by geese or other
avian creatures. The ooze adapted to look just like a pile of
feathered waste, making it indistinguishable from the results
of cleaning up a goose shed. A feathered ooze evolved to
consider geese and similar creatures as a necessary part of
its habitat, therefore doesn't usually attack them. In fact, it's
not unknown for a farmer to be suddenly ambushed by one of
these oozes while cleaning up a hen house.
The Demonomicon of Iggwilv claims that the first
feathered ooze was generated after a battle between
Anserath and Juiblex, as a result of the Honking Chaos
feeding on the Faceless Lord's body and having an
indigestion.

Feathered Ooze
Medium Ooze (Goose), Unaligned

Armor Class 10
Hit Points 45 (6d8 + 18)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 17 (+3) 1 (-5) 6 (-2) 2 (-4)

Skills Stealth +4
Damage Resistances acid, cold, piercing, poison
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 8
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2

Amorphous. The ooze can move through a space as narrow


as 1 inch wide without squeezing.
False Appearance. While the ooze remains motionless, it is
indistinguishable from a pile of feathers and filth.
Flammable. If the ooze takes fire damage, it catches fire.
While on fire, the ooze takes 5 (1d10) fire damage at the
end of each of its turns, but the ooze's melee attacks deal
an extra 5 (1d10) fire damage. The ooze stops being on
fire if it receives cold damage or is exposed to water or a
similar liquid. Pouring a liquid on the ooze takes an action.

Actions
Feathered Pseudopod. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
damage plus 7 (2d6) poison damage. If the target has a
nose and is not immune to the poisoned condition, it
makes a DC 13 Constitution saving throw. On a failed save,
the target starts to sneeze uncontrollably and is
incapacitated until the end of its next turn. If the target
goes at 0 hit points, it makes a DC 13 Constitution saving
throw to not contract the sewer plague disease (see
Chapter 8 of the Dungeon Master's Guide).
reasonable can literally kill it. Even after being defeated, a
feathered wrath can come back to life if there's still a battle in
its vicinity, as it cannot resist the call for violence.
Feathered wraths love inflicting pain so much that they
soon develop the habit to accumulate weapons and hide them
within their feathers. Usually, a feathered wrath is
encountered carrying about a half a dozen daggers, or any
other weapon at the DM's choice.

Feathered Wrath
Small Undead (Goose), Chaotic Evil

Armor Class 11
Hit Points 45 (7d6 + 21)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 2 (-4) 6 (-2) 12 (+1)

Saving Throws Con +5


Skills Intimidation +3
Damage Resistances bludgeoning, piercing, poison,
slashing
Feathered Wrath Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 8
Geese are renowned for getting angry fast. In certain cases, Languages —
the anger of a goose can transcend life and death and Challenge 1 (200 XP) Proficiency Bonus +2
transform it into an undead monster that is literally kept alive
by its own bad intentions. This happens particularly often on Aggressive. As a bonus action, the feathered wrath can
geese that have been touched by the power of the demon lord move up to its speed toward a hostile creature that it can
Anserath, who can channel its rage through the bodies of see.
other fellow geese so they can spread violence even beyond Death by Calmness. If the feathered wrath receives the calm
death. emotions spell or suffers from an effect that prevents it
When encountered, a feathered wrath will always attack on from attacking any creature within 60 feet of it, the
sight anything that moves. In fact, it is necessary for the feathered wrath takes 6 (1d12) psychic damage at the
monster to do so to stay alive, because being calm and beginning of its turn.
Wrathful Awakening (1/Rest). Even if the feathered wrath is
dead, its wrath might bring it back to life. At initiative
Undying Wrath count 20 (or at the initiative count rolled by the feathered
wrath, at the DM's choice) roll a d6 if two or more
Some specimens of feathered wrath are driven by a creatures within 30 feet of the feathered wrath's body
destructive will strong enough to possess nearby made an attack roll or acted violently in some other way.
creatures even after their destruction. In these cases, On 5 or 6, the feathered wrath comes back to life with half
remove the Wrathful Awakening ability and substitute it of its maximum hit points. After coming back to life in this
with the following: way, the feathered wrath can't do it again until the end of
Wrathful Possession (1/Rest). When the feathered wrath its next short or long rest.
dies, the creature that killed it (if it is within 40 feet) must The feathered wrath can't activate this ability if it was
succeed on a DC 13 Charisma saving throw or be beheaded, if it has no body left or if it was killed by radiant
possessed by the goose's wrathful spirit. A possessed damage.
creature acts mindlessly and uses its turns only to attack
in melee any creature to the best of its abilities. The
creature's movement, actions and reactions will only have
Actions
this purpose. The wrathful spirit has the same statistic of Multiattack. The feathered wrath makes a dagger melee
the feathered wrath but can't be targeted by any attack, attack against each and every target within reach (without
spell, or other effect, except ones that turn undead. The distinction, but without attacking itself) or makes three
possession lasts until the body drops to 0 hit points or dagger ranged attacks.
the wrathful spirit is turned or forced out by an effect like
the dispel evil and good spell. When the possession ends, Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or
the wrathful spirit vanishes. range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
A feathered wrath with this ability has a challenge damage.
rating of 4 (1,100 XP). Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Giant Goose
Flock of Geese A bigger, scarier and angrier member of goosedom, the giant
goose has the habit of charging whoever perceives as an
When in a group, geese can become even more noisy and enemy (basically, everyone) while honking in the most
aggressive. In normal situations, a flock of geese is (mostly) terrifying way. Because of their heavy body, giant geese are
harmless, but its behavior can become erratic when a not as suited at flying as other oversized birds (like giant
stronger goose creature is established in the region. eagles and giant owls), however they compensate with a
much greater amount of anger.

Flock of Geese
Large Beast (Goose), Unaligned Giant Goose
Large Beast (Goose), Unaligned
Armor Class 11
Hit Points 38 (7d10)
Armor Class 11
Speed 25 ft., fly 40 ft., swim 25 ft.
Hit Points 22 (3d10 + 6)
Speed 40 ft., fly 50 ft., swim 40 ft.
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 10 (+0) 3 (-4) 13 (+1) 8 (-1) STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 3 (-4) 11 (+0) 11 (+0)
Skills Perception +3
Condition Immunities charmed, frightened, paralyzed, Saving Throws Con +4
petrified, prone, restrained, stunned Skills Intimidation +2, Perception +2
Senses passive Perception 13 Senses passive Perception 17
Languages —
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2
Challenge 1/4 (50 XP), Proficiency Bonus +2
Hold Breath. The geese can hold its breath for 10 minutes.
Alertness. The goose has a +5 bonus to its passive Wisdom
Swarm. The geese can occupy another creature's space and (Perception) (already included in the stat block).
vice versa, and the geese can move through any opening Fearless Fowl. The goose has advantage on saving throws
large enough for a Small goose. The geese can't regain hit against being frightened.
points or gain temporary hit points.
Hold Breath. The goose can hold its breath for 10 minutes.
Actions
Multiattack. The geese attack with their beaks against any
Actions
number of targets inside the geese's space. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Beaks. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 8 (2d6 + 1) piercing damage damage or 4 (1d6 Bonus Actions
+ 1) piercing damage if the swarm has half of its hit points
Honk (Recharge 5-6). The goose emits a terrifying honk in a
or fewer.
30-foot-radius sphere. Other creatures that can hear the
goose and are aware of it must succeed on a DC 10
Bonus Actions Charisma saving throw to not become frightened for 1
Mass Honk (Recharge 5-6). The geese honk aggressively minute. A creature can repeat the saving throw at the end
towards all other creatures inside their space. A target of each of its turns, ending the effect on itself on a
makes a DC 11 Constitution saving throw. On a failed save, success. If a creature's saving throw is successful or the
a target becomes deafened for 1 minute and has effect ends for it, the creature is immune to the goose's
disadvantage on its next ability check or attack roll. Honk for the next 24 hours.
Sir Goose on his faithful
giant goose steed
Wild Goose
Small Beast (Goose), Unaligned

Armor Class 12
Hit Points 7 (2d6)
Speed 25 ft., fly 40 ft., swim 25 ft.

STR DEX CON INT WIS CHA


7 (-2) 14 (+2) 10 (+0) 3 (-4) 11 (+0) 10 (+0)

Skills Perception +2
Senses passive Perception 17
Languages —
Goose Challenge 0 (10 XP) Proficiency Bonus +2

Geese are territorial and social creatures: they are very Alertness. The goose has a +5 bonus to its passive Wisdom
protective of who belongs to their group, and they will honk (Perception) (already included in the stat block).
very loudly at whoever they perceive as trespasser. This, Hold Breath. The goose can hold its breath for 10 minutes.
paired with the fact that they don't behave particularly well
with strangers, makes them great guard animals. Actions
Domestic geese are usually the result of a kind of selective Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
breeding that gives them a heavier body, at the expense of target. Hit: 4 (1d4 + 2) piercing damage.
their fly efficiency.
Wild geese are more agile and, when in groups, fly in V- Honk (1/Day). The goose honks aggressively towards a
creature it can see within 30 feet of it. The target must
shaped formations. succeed on a DC 10 Wisdom saving throw or become
frightened until the end of its next turn.

Domestic Goose
Small Beast (Goose), Unaligned

Armor Class 11
Hit Points 9 (2d6 + 2)
Speed 25 ft., fly 30 ft., swim 25 ft.

STR DEX CON INT WIS CHA


7 (-2) 12 (+1) 12 (+1) 3 (-4) 11 (+0) 10 (+0)

Skills Perception +2
Senses passive Perception 17
Languages —
Challenge 0 (10 XP) Proficiency Bonus +2

Alertness. The goose has a +5 bonus to its passive Wisdom


(Perception) (already included in the stat block).

Hold Breath. The goose can hold its breath for 10 minutes.

Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage.
Honk (1/Day). The goose honks aggressively towards a
creature it can see within 30 feet of it. The target must
succeed on a DC 10 Wisdom saving throw or become
frightened until the end of its next turn.
Goose of the Golden Goose of the Golden Eggs
Feathers Some geese of the golden feathers have the ability to lay
golden eggs, as per the following action:
The fabled goose of the golden feathers (or golden Lay Golden Egg (1/Day). The goose lays a golden egg
goose) is a celestial child of the Great (usually at dawn). The egg is worth 100 gp and can be
Golden Goose that exists with the purpose of used in place of any material component up to that value.
helping the humbles and punishing the greedy ones. A creature using the egg for evil or egoistic purposes
They can't speak, but will express themselves in very might receive a curse, like the bestow curse or web
meaningful honks. Some temples of the Mother of limbs* spell, or one of the curses from Chapter N (same
DC of the Spellcasting action, if necessary).
Gold host a golden goose that is treated like a living While laying the egg, or later while touching it as an
saint and cared for with extreme care (some would action, the goose can infuse one of its spells in the egg
say spoiled), as a form of respect for the goose's (including gooseance*) that will trigger once at a
transcendent nature and in hope to maintain condition established by the goose.
the goose's favor. Golden geese are usually pretty
passive and lazy, even preferring to be carried Some geese of the golden feathers with this action have
no golden feathers at all, as they look just like regular
around (as a form of respect for their divine nature, geese. In this case, remove the Curse of the Golden
of course) other than flying or using their own legs. Feathers ability. Sometimes, even regular domestic or
However, they won't hesitate to act if they witness cruelty, wild geese have the ability to lay golden eggs. Such a
sparing none of their curses and beaks on whoever deserves geese has the Celestial creature type instead of Beast.
them.

Goose of the Golden Freedom of Movement. The goose ignores difficult terrain, and
magical effects can't reduce its speed or cause it to be
Feathers restrained. It can spend 5 feet of movement to escape from
nonmagical restraints or being grappled.
Small Celestial (Goose), Typically Chaotic Good
Luck of Gold. When the goose rolls a 1 on the d20 for an
ability check, attack roll or saving throw, it can roll a second
Armor Class 17 (natural armor) time and keep the new result. The goose can extend this
Hit Points 104 (19d6 + 38) benefit to a creature at its choice within 30 feet of the goose.
Speed 30 ft., fly 40 ft., swim 30 ft.
Magic Resistance. The goose has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
Actions
8 (-1) 16 (+3) 15 (+2) 8 (-1) 15 (+2) 17 (+3) Multiattack. The goose makes two attacks with its magical
beak. It can cast a spell instead of making one of these attacks.
Saving Throws Str +2, Int +2, Wis +5, Cha +6
Skills Insight +5, Perception +5, Stealth +6 Magical Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Resistances acid, cold, fire; bludgeoning, piercing, and target. Hit: 6 (1d6 + 3) magical bludgeoning damage plus 11
slashing from nonmagical attacks (2d10) force damage.
Damage Immunities poison Spellcasting. The goose casts one of the following spells,
Condition Immunities charmed, frightened, petrified, poisoned requiring only verbal component and using Charisma as the
Senses darkvision 60 ft., passive Perception 15 spellcasting ability (spell save DC 14):
Languages understands Celestial and Sylvan
Challenge 6 (2,300 XP) Proficiency Bonus +3 At will: bless, detect evil and good
1/day: bestow curse (7th level), gaze of the golden goose*,
Alertness. The goose has a +5 bonus to its passive Wisdom plumage armor*, remove curse, web limbs*
(Perception) (already included in the stat block).

Curse of the Golden Feathers. A creature that touches or hits


Bonus Actions
with a melee attack the goose must succeed on a DC 14 Unseen Teleport (1/Day). When out of sight of any other
Wisdom saving throw or become restrained. While restrained, creature, the goose can magically teleport itself, along with any
the creature is stuck to the goose and will follow it wherever it equipment that it's wearing or carrying, to a location the goose
goes, unless the goose is being moved with teleportation. The is familiar with, up to 1 mile away.
restrained condition lasts until the creature receives the
remove curse spell or similar magic, or the goose ends the Reactions
effect as a bonus action. Gooseance. The goose sternly honks at a creature failing an
A creature touching or hitting with a melee attack another attack roll, ability check or saving throw and casts the
creature restrained in this way is also targeted by the Curse of gooseance* spell on it. A willing creature targeted by this spell
the Golden Feather. adds 1d4 to the failing roll that triggered the reaction,
The goose is immune to this curse. potentially turning it to success. Whether this happens or not,
for the next minute you and that creature can't speak but can
honk.
Goose Skeleton
Necromancers can turn geese into skeletons when they need
a swimming undead that can chase off intruders or hunt
down prey (or corpses) for them. Having no flesh, a goose
skeleton lacks the ability to fly or honk (making it unusually
silent for a goose) however their hollow bones make them
particularly fast and agile. Since skeletons tend to repeat
what they would be doing in life, goose skeletons have the
unsettling habit to open their mouth into a silent honk, and
can end up protecting the same territory or creature that they
were attached to in life.
Goose Zombie
A goose zombie can rise when the corpse of a geese is
infused with dark magic, purposely or by accident. Because
of the goose's decomposing body, its honk will sound
particularly hollow and distorted. Goose zombies are famous
for trying to fly with their damaged wings that are often too
decomposed to sustain them in the air.

Goose Zombie
Small Undead (Goose), Typically Neutral Evil

Armor Class 9
Hit Points 26 (4d6 + 12)
Speed 15 ft., fly 20 ft. (see Rotten Flight), swim 15 ft.

STR DEX CON INT WIS CHA


12 (+1) 8 (-1) 17 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0


Damage Immunities poison
Goose Skeleton Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Small Undead (Goose), Typically Lawful Evil Languages understands the languages it knew in life but
can't speak
Armor Class 12 Challenge 1/4 (50 XP) Proficiency Bonus +2
Hit Points 11 (2d6 + 4)
Speed 25 ft., swim 25 ft. Rotten Flight. If the goose zombie ends its turn flying, it
makes a DC 13 Constitution saving throw. On a failed save,
the goose zombie starts to fall.
STR DEX CON INT WIS CHA
Undead Fortitude. If damage reduces the goose zombie to
7 (-2) 15 (+2) 15 (+2) 3 (-4) 8 (-1) 5 (-3) 0 hit points, it must make a Constitution saving throw with
a DC of 5 + the damage taken, unless the damage is radiant
or from a critical hit. On a success, the goose zombie
Damage Vulnerabilities bludgeoning
drops to 1 hit point instead.
Damage Resistances poison
Condition Immunities exhaustion, poisoned Undead Nature. A goose zombie doesn't require air, food,
Senses darkvision 60 ft., passive Perception 9 drink, or sleep.
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2 Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Undead Nature. A goose skeleton doesn't require air, food,
target. Hit: 3 (1d4 + 1) piercing damage.
drink, or sleep.
Honk (1/Day). The goose zombie honks aggressively
Actions towards a creature it can see within 30 feet of it. The target
must succeed on a DC 10 Wisdom saving throw or
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
become frightened until the end of its next turn.
target. Hit: 4 (1d4 + 2) piercing damage.
might try to find the collective. The lair always includes a
Gooseflayer Collective significant source of water, like a pond or a river, since it's
important for the mental relief of the geese and, therefore, the
Mind flayers experimented on geese to turn them into well-being of the collective.
waterborne scouts in service of their machiavellian plans.
However the geese's chaotic nature, plus the stress from the Lair Action
constant telepathic honking, makes them particularly difficult On initiative count 20 (losing initiative ties), the collective can
to control for their illithid masters. take one of the following lair actions; it can’t take the same
When a mind flayer colony makes the mistake of creating lair action two rounds in a row:
too many gooseflayers, these avian aberrations can rebel
against their creators and form a peculiar form of psychically Honking Barrier. The collective casts a wall of fire spell
enhanced flock, called a gooseflayer collective. In this state, (DC 18) that deals thunder damage instead.
the bodies of all geese float by each other to form a perfect Honking Pulse. All creatures within 120 feet of the
sphere with a single, fused mind that is, for all intended collective that are currently maintaining concentration on a
purposes, a whole creature in itself. spell take 5 (1d10) psychic damage and have disadvantage on
This is particularly threatening for a mind flayer colony, the next concentration check.
since the genius minds of the mutated geese can turn into a Flock Intrusion. Three creatures that the collective can
truly dangerous mastermind when fused together. see make a DC 18 Intelligence saving throw. On a failed save,
For the stats of the individual gooseflayers and more a target becomes charmed by the collective. A target can
information on them, see Circle of the Honk on the repeat the saving throw at the end of each of its turns, ending
DMsGuild. the effect on itself on a
success.
One of Us
The collective's objective is to rival an elder brain's power by
becoming stronger (therefore ensuring that they can keep
their freedom), so it needs to gather more and more geese to
add to its cause (and to its spherical floating body). To achieve
this, it will telepathically command all goose creatures in the
area to find the collective and become one with it. The genius
mind of the gooseflayers goes even beyond:
in fact, why limit itself to "natural" geese?
To ensure total assimilation, the aberration
is able to mold the consciousness of any
creature into the one of a goose,
that they can then assimilate
into the collective.
A Gooseflayer
Collective's Lair
As opposed to its former masters,
a gooseflayer collective doesn't
suffer any aversion to sunlight.
Therefore, it tends to choose
the lair that is best for
the collective's plans and
objectives, possibly while
staying out of reach of
any illithid that
Regional Effects long rest or that is incapacitated. It delivers the suggested
The region containing the collective's lair is influenced by its command telepathically. If the goose creature succeeds on
psionic energies, creating one or more of the following the saving throw, it becomes immune to this regional effect
effects: (but can still be targeted by the suggestion spell of the
collective in other circumstances).
Goose Vision. The collective can cast scrying at will on Honkanoia. Creatures within 5 miles of a collective feel
any goose creature it can detect with its Goose Sense. like they are hearing a honk, even when there's no goose in
Goose Whispers. The collective casts suggestion (DC 18, the area.
not limited to humanoid targets) on a goose creature that it
can perceive through its Goose Sense and that is having a If the collective dies, these effects immediately end.

Gooseflayer Collective take 40 (10d6 + 5) psychic damage and be stunned for 1


minute. A creature can repeat the saving throw at the end of
Huge Aberration (Goose, Mind Flayer), Typically Lawful Evil each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The collective casts one of the following
Armor Class 10 (13 with mage armor) spells, requiring no spell components and using Intell­igence as
Hit Points 189 (18d12 + 72) the spellcasting ability (spell save DC 18):
Speed 25 ft., fly 40 ft. (hover), swim 25 ft.
At will: detect thoughts, honkeous laughter*, levitate, mage
armor, suggestion (also works on any goose creature
STR DEX CON INT WIS CHA regardless of type)
3/day each: modify memory, telekinesis
18 (+4) 11 (+0) 19 (+4) 20 (+5) 18 (+4) 22 (+6) 1/day each: dominate monster, reverse gravity, scrying

Saving Throws Str +9, Int +10, Wis +9, Cha +11 Bonus Actions
Skills Arcana +10, Deception +11, Insight +9, Intimidation
+11, Perception +14, Stealth +5 Absorb Goose. The collective targets an incapacitated goose
Damage Resistances psychic creature inside the collective's space. The target makes a DC
Condition Immunities frightened, prone 18 Charisma saving throw. On a failed save, the target
Senses darkvision 60 ft., passive Perception 24 disappears (becoming one with the collective), the collective's
Languages telepathy 60 ft. maximum hit points increase by the number of Hit Dice of the
Challenge 13 (10,000 XP) Proficiency Bonus +6 target, and the collective immediately recharges its Psychic
Honk. The absorbed creature can be retrieved only after the
destruction of the collective.
A Lot of Geese. The collective can occupy another creature's
space and vice versa, and the collective can move through any
opening large enough for a Small goose.
Legendary Actions
The collective can take 3 legendary actions, choosing from the
Goose Sense. The collective is aware of goose creatures within options below. Only one legendary action option can be used
5 miles of it. It knows the distance and direction to each at a time and only at the end of another creature's turn. The
creature, as well as each one’s Intelligence score, but can’t collective regains spent legendary actions at the start of its
sense anything else about it. A creature protected by a mind turn.
blank spell, a nondetection spell, or similar magic can’t be
perceived in this manner. Cast a Spell (Costs 2 Actions). The collective uses Spellcasting
(only spells that can be used at will or three times per day)
Legendary Resistance (3/Day). If the collective fails a saving
throw, it can choose to succeed instead. Fowlish Intrusion. The collective targets an incapacitated
creature within 60 feet that it can see. The target makes a DC
Magic Resistance. The collective has advantage on saving 18 Intelligence saving throw. On a failed save, the target
throws against spells and other magical effects. becomes charmed. While charmed, it believes to be a goose,
behaves as such and adds the goose tag to its creature type.
Actions The affected target communicates only in honks and can't cast
Multiattack. The collective makes one Mind Beak melee attack spells with a verbal component. A creature repeats this saving
against any number of targets in reach, or up to three ranged throw at the end of each of its turns, ending the effect on itself
attacks. on a success. After three failures on this repeated saving
throw, the effect lasts until it's removed with a greater
Mind Beak. Melee or Ranged Spell Attack: +10 to hit, reach 5 restoration spell or similar magic.
ft. or range 60 ft., one target. Hit: 15 (3d6 + 5) psychic
Mind Beak. The collective makes one Mind Beak attack.
damage.
Teleport. The collective magically teleports, along with any
Psychic Honk (Recharge 5-6). The collective magically emits a
equipment it is wearing or carrying, up to 120 feet to an
psychic honk in a 60 foot radius around itself. Each creature in
unoccupied space it can see.
the area must succeed on a DC 18 Intelligence saving throw or
Gray Honker
A child of the Ur-goose inspired by the gray render (see
Monsters of the Multiverse), the gray honker embodies the body and wings as a living shield.
most protective (and awkward) aspects of its landborn This avian giant can also perform its own peculiar version
relative. While this monstrosity can be extremely dangerous of the "dance" of the gray honker: a furious whirlwind of claw
and violent, it acts the most ferocious when in need to protect slashes, screeches and deafening honks made with the
whoever considers "its flock", to the point of using its own purpose of confounding the surrounding enemies.

Gray Honker Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or
Large Monstrosity (Goose), Typically Chaotic Neutral smaller, the target becomes grappled (escape DC 16).
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Armor Class 19 (natural armor) Hit: 17 (3d8 + 4) slashing damage, plus 10 (3d6) slashing
Hit Points 209 (22d10 + 88) damage if the target is grappled.
Speed 30 ft.
Song of the Honker (Recharge 5-6). The gray honker can use
this action only if it didn't move this turn and if it has a speed
STR DEX CON INT WIS CHA superior to 0. The gray honker dances in its place while
emitting horrible sounds and violently scratching against the
19 (+4) 15 (+2) 19 (+4) 3 (-4) 5 (-3) 10 (+0) surrounding terrain and objects. The gray honker makes a claw
attack against every target of its choice within reach. Until the
Saving Throws Str +8, Con +8 beginning of its next turn, the gray honker's speed becomes 0
Skills Intimidation +4, Perception +1 and it has resistance to all damage. Any other creature that can
Condition Immunities frightened hear the gray honker within 40 feet makes a DC 16
Senses darkvision 60 ft., passive Perception 11 Constitution saving throw. On a failed save, the target
Languages — becomes deafened, can't take reactions, has disadvantage on
Challenge 12 (8,400 XP) Proficiency Bonus +4 ability checks and attack rolls and its base speed is halved. A
creature that can't be stunned doesn't suffer from this
disadvantage and speed reduction. A creature can repeat the
Alertness. The gray honker has a +5 bonus to its passive saving throw at the end of each of its turns, ending the effect
Wisdom (Perception) (already included in the stat block). on a success.
Gliding Leap. The gray honker's long jump is up to 50 ft., with
or without a running start. If the gray honker makes an attack Reactions
after the jump, it does so with advantage and deals an extra 16 Caring Wings. The gray honker gains three-quarters cover (+5
(3d10) with that attack. AC, +5 to Dexterity saving throws) against one attack or effect
that would affect it. Alternatively, it can give three-quarters
Actions cover to a creature of its choice within 10 feet. If the covered
creature takes any damage from the triggering effect, it takes
Multiattack. The gray honker makes one Bite attack and two
only half the damage dealt to it, and the gray honker takes the
Claw attacks.
other half.
To use this reaction, the gray honker must see the source of
the effect. The gray honker can't use its Gliding Leap until the
end of its next turn.
Starry Sparkles. The Goose casts the faerie fire spell (DC
Great Golden Goose 25) using only verbal components and without the need to
maintain concentration. The spell lasts until another lair
The timeless Great Golden Goose is widely considered the action is used, up to 1 minute.
godmother of all goosekind and a symbol of freedom, Stupefying Enlightenment. A random creature in the lair
prosperity and transcending enlightenment. While the receives prophetic vision. The target makes a DC 20 Wisdom
Mother of Gold is a being of light and virtue, she's not to be saving throw, that it can choose to fail. On a failed save, it
mistaken as a passive entity, as both her and her children (the receives the benefits of the augury or communion spell (one
celestial geese of the golden feathers) are famous for question only) but is incapacitated until the end of its next
bestowing curses on whoever might deserve them. turn.
An easy way to anger the Great Golden Goose is to abuse
the gift delivered by her, act with excessive greed or hurt her Regional Effects
"flock" or sacred temples. At the same time, she also The territory within 5 miles of the Great Golden Goose is
embodies some of the most temperamental aspects of altered by her superior goosish influence, which creates one
goosedom, making it easy to trigger her anger even with or more of the following effects:
minor infractions. It is not unknown for a high rank cultist of Golden Migration. Goose creatures are attracted to the
the Great Golden Goose to go on a quest to find its patron, in area within 5 miles of the Great Golden Goose and, once they
the purpose to appease her rage (or at least understand the are there, feel a reflection of her emotional state. This might
reason for it) after mysterious curses are being laid for or not influence the course of action of the creatures.
apparently no reason. Honklightenment. Anybody can interact with goose
See Chapter 1 for more information about the lore, cults creatures within 5 miles of the Great Golden Goose as if they
and powers of the Great Golden Goose. casted the speak with animal spell.
The Age-old Question Luck of Gold. Creatures within 5 miles of the Goose that
make an Intelligence (Investigation) or Wisdom (Survival)
Who came first, the egg or the goose? Not even the wisest check, always find precious goods or coins valuable at least
sages know the answer. As much as nobody understands 2d20 gp, or more (DM's choice). Once a creature benefits
when and where the Great Golden Goose came to be, also from this, it won't benefit again until the next dawn.
none can say if she will ever find her end. When (and if) the Creatures that abuse the Luck of Gold might incur into a
Great Golden Goose dies or is destroyed, it comes back to life curse.
after one year and one day, hatching from one of the several
golden eggs that exist in the world. For the first eighty-eight If the Goose dies, these effects end on 1d10 days.
days of her life, she's indistinguishable from a goose of the
golden feathers* and has its same statistics. Then, suddenly,
it will evolve into her final, divine incarnation of avian glory
once more, while rewarding or punishing whoever treated
her particularly kindly or cruelly in the meanwhile.
The only ways to stop the rejuvenation of the Great Golden
Goose is to rid the multiverse of any golden egg (an almost
impossible task) or to prevent her spirit from traveling freely
after death.
The Great Golden Gooses's Lair
The Great Golden Goose follows a perpetual migration that
begins in the Feywild, travels through each of the good-
aligned planes (Ysgard, Arborea, the Beastlands, Elysium,
Bytopia and Mount Celestia) and ends in in the Astral Sea.
The migration is a metaphorical journey from passion to
asceticism, starting in the planes that are more connected to
strong emotions, and finishing in the ones that embody
elevation and transcendence. The Goose has a nest in each of
these planes, always in a location that's particularly remote
and dangerous to reach.
Lair Actions
On initiative count 20 (losing initiative ties), the Great Golden
Goose can take one of the following lair actions; the Goose
can’t take the same lair action two rounds in a row:
Cloud of Golden Feathers. The Goose creates a cloud of
golden feathers in a 20-foot radius from a point she can see.
The cloud blocks line of sight, and any non-celestial creature
in the area is blinded. The spell lasts until another lair action
is used, up to 1 hour.
Great Golden Goose Honk of Bane. Each target makes a DC 25 Charisma saving
throw. A creature takes 27 (6d8) radiant damage and 27 (6d8)
Gargantuan Celestial (Goose), Chaotic Good thunder damage on a failed save, or half as much damage on a
success. On a failed save by 5 or more, a creature is also
Armor Class 23 (natural armor) cursed with disadvantage on all ability checks, attack rolls and
Hit Points 314 (17d20 + 136) saving throws. A creature repeats the saving throw at the end
Speed 50 ft., fly 100 ft. (hover), swim 50 ft. of each of its turns, ending the effect on a success. The
remove curse spell or similar magic ends the effect on the
target while it's still making saving throws.
STR DEX CON INT WIS CHA Honk of Grace. Each target receives the effects of the lesser
restoration and remove curse spells and regains 33 (6d10) hit
26 (+8) 28 (+9) 27 (+8) 21 (+5) 30 (+10) 30 (+10) points.
Spellcasting. Goose casts one of the following spells, requiring
Saving Throws Con +15, Int +12, Wis +17, Cha +17 only verbal component and using Charisma as the spellcasting
Skills Deception +17, History +19, Insight +24, Intimidation ability (spell save DC 25):
+17, Perception +24, Religion +12
Damage Resistances acid, cold, fire, force, necrotic, thunder At will: animal friendship (goose beasts have no save), bless,
Damage Immunities poison, radiant; bludgeoning, piercing, and detect evil and good, dispel magic, gaze of the golden goose,
slashing from nonmagical attacks revivify, web limbs
Condition Immunities charmed, frightened, petrified, poisoned, 3/day each: bestow curse (as a 9th level spell), greater
stunned restoration, teleport
Senses truesight 120 ft., passive Perception 39 (with Blessed 1/day each: divine word, legend lore, plane shift, power
Honkmniscence) word: quill*, true resurrection
Languages All, telepathy 120 ft. 1/year: wish
Challenge 24 (62,000 XP) Proficiency Bonus +7
Legendary Actions
Blessed Honkmniscence. The Goose can't be surprised and has
The Goose can take 3 legendary actions, choosing from the
advantage on initiative rolls, as well as on Intelligence and
options below. Only one legendary action option can be used
Wisdom checks. Additionally, when the Goose rolls a natural 1
at a time and only at the end of another creature's turn. The
on an ability check, attack roll or saving throw, it can ignore
Goose regains spent legendary actions at the start of its turn.
the result and roll again.
Cast a Spell. The Goose uses her Spellcasting, using only spells
Feathers of Magic Immunity. The Goose can't be affected or that can be cast at will or three times per day.
detected by spells of 5th level or lower unless it wishes to be.
It has advantage on saving throws against all other spells and Goosish Omen. The Goose's eyes radiate golden light while
magical effects. she infuses a creature she can see within 120 feet with
ominous visions of its future. The target makes a DC 25
Golden Rebirth (Recharges after a Short or Long Rest). If the
Wisdom saving throw. On a failed save, it takes 16 (3d10)
Goose would be reduced to 0 hit points, her current hit point
psychic damage and becomes frightened until the end of its
total instead resets to 300 hit points, she recharges her Honk
next turn. On a success, it takes half as much damage and is
of Fate, and she regains any expended uses of Legendary
not frightened.
Resistance. Additionally, the Goose can now use the options in
the "Mythic Actions" section for 1 hour. Award a party an Teleport. The Goose magically teleports, along with any
additional 62,000 XP (114,000 XP total) for defeating the equipment it is wearing or carrying, up to 120 feet to an
Goose after her Golden Rebirth activates. unoccupied space it can see.
Legendary Resistance (3/day). If the Goose fails a saving throw, Wings of the Golden Curtain (Costs 2 Actions). Until the end of
it can choose to succeed instead. the Goose's next turn, each creature of her choice (including
herself) within a 30-foot radius centered on her gains
Actions advantage on all saving throws, and attack rolls against them
have disadvantage. Additionally, each target can immediately
Multiattack. The Goose makes up to three Blinding Beak or repeat the saving throw against any ongoing effect affecting it.
Quills of Gold attacks (in any combination).

Blinding Beak. Melee Weapon Attack: +16 to hit, reach 20 ft., Mythic Actions
one target. Hit: 19 (3d6 + 9) magical piercing damage plus 11 If the Goose's Golden Rebirth trait has activated in the last
(2d10) radiant damage. Once per turn, the Goose can force a hour, she can use the options below as legendary actions.
target to make a DC 23 Constitution saving throw. On a failed
save, it becomes blinded until the end of its next turn. Retribution of Gold. The next time within 1 minute that the
Goose makes a successful saving throw against a spell or
Quill of Gold. Ranged Weapon Attack: +16 to hit, range
magical effect or that such an effect is negated by her magic
120/600 ft., one target. Hit: 28 (3d12 + 9) radiant damage
immunity, the creature that originated the effect is
and 5 (1d10) radiant damage at the end of each of its turn,
immediately affected by it (making saving throws as normal).
until the target receives 10 or more points of magical healing,
the remove curse spell or similar magic, or the quill is removed Starry Warp. The Goose bends space with the strength of a true
with a successful DC 20 Wisdom (Medicine) check as an star. The Goose targets any creature of her choice that she can
action. see within 60 feet. Each target takes 10 (3d6) force damage
and makes a DC 25 Strength saving throw to not fall prone and
Honk of Fate (Recharge 5-6). The Goose emits a celestial honk
be teleported 40 feet in a random direction.
that transcends the meaning of earthly existence, space and
time itself. The Goose targets any creature of her choice within Time Transcendence (Costs 3 Actions). The Goose casts the
150 feet of her with one of the following effects: time stop spell. She can't do it again until the next Golden
Rebirth.
its more noble version, just to be thrown out of its saddle
Grifoose shortly after. However, a rider that learns how to deal with
When the Ur-goose saw the mighty griffon, it decided to try such a difficult mount, will be rewarded with a companion
out the same formula (with a personal twist, obviously) and that doesn't run away even in front of the mightiest of
created the grifoose. This goose-headed monstrosity has the dragons.
same frightless spirit of the original, but pushed to the
extreme of stupidity. In fact, a grifoose doesn't fear anything, Honkatrice
even when it should. Similar to a cockatrice in many ways, a honkatrice is
Willingly or not, the Ur-goose managed to play a joke on something between a lizard, a bat and a goose. These flying
every future creature that wished to ride its children, since monstrosities share the same transformative powers of their
the innate stubbornness of this monstrosity makes it similars, but with a twist: instead of turning creatures to
extremely difficult to train and control it. More than once, a stone, the bite of the honkatrice turns the victim into a
proud knight of the sky approaches a grifoose mistaking it for honkatrice itself. This, added with the fact that these
creatures act stronger when in groups, makes them
particularly dangerous: one honkatrice can be enough to
transform a whole village or more into a huge skein of these
Grifoose insidious honkers.
Large Monstrosity (Goose), Typically Chaotic Neutral

Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
Honkatrice
Small Monstrosity (Goose), Typically Chaotic Neutral

STR DEX CON INT WIS CHA Armor Class 12 (natural armor)
Hit Points 36 (8d6 + 8)
17 (+3) 15 (+2) 17 (+3) 2 (-4) 11 (+0) 10 (+0) Speed 20 ft., fly 40 ft.

Saving Throws Wis +2, Cha +2


Skills Intimidation +2, Perception +4 STR DEX CON INT WIS CHA
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14 7 (-2) 12 (+1) 13 (+1) 2 (-4) 11 (+0) 5 (-3)
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2 Saving Throws Str +0
Skills Intimidation +1, Perception +2
Chaotic Mount. If the grifoose or a creature riding it rolls a Senses darkvision 60 ft., passive Perception 12
1 on the d20 for an ability check or an attack roll, the Languages —
grifoose becomes confused as per the confusion spell until Challenge 1/2 (100 XP) Proficiency Bonus +2
the end of the grifoose's next turn. A creature currently
riding the grifoose must succeed on a DC 10 Dexterity Fury of the Skein. The honkatrice has advantage on an attack
saving throw to not fall off the mount just as the grifoose roll against a creature if at least one of the honkatrice's
was moved against its will. allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Too Stubborn to Run Away. The grifoose can't be frightened.
Any ability check to control the grifoose or interact with it
(like Wisdom (Handle Animal) checks) have disadvantage. Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions creature. Hit: 3 (1d4 + 1) piercing damage, and the target
must succeed on a DC 11 Constitution saving throw
Multiattack. The grifoose can use the Honk from Above
against being magically transformed. On a failed save, the
action, then makes two attacks: one with its beak and one
creature begins to sprout feathers and is restrained. It must
with its claws.
repeat the saving throw at the end of its next turn. On a
Honk from Above (Recharge 5-6). The grifoose honks success, the effect ends. On a failed save, the creature is
aggressively towards a creature it can see within 60 feet of turned into a honkatrice until it goes at 0 hit points. A
it. The target must succeed on a DC 13 Wisdom saving remove curse spell or similar magic turns the creature back
throw. On a failed save, the target becomes frightened to normal.
until the end of its next turn. While frightened, the grifoose
has advantage on attack rolls against it.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Honkdra of the Ponds
When the Ur-goose designed its avian creations,
the honkdra was the concept on which the
Primordial of Havonk experimented the most, giving
birth to several variants of this multiheaded
monstrosity. Aside from any variation, a honkdra
is always a mockery of the infamous hydra, known
to test the mettle of several great champions. The
so called "honkdra of the ponds" is one of
the smallest and weaker of its kind (and that's
saying something), physically less threatening
than a regular hydra but with the habit of
swallowing anything that moves, and a terrible attitude.
Inspired by the spawns of the blood of the dragon god
Lernaea, slain by Tiamat at the dawn of time, the Ur-goose
proceeded to craft a creature even more hateful and
insidious, gifting to its children a kind of magical plumage
that is even impervious to spells. Because of this, it can be
particularly complicated for the adventurers to use fire to
cauterize the cut heads of the honkdra, since they can't rely
on fire cantrips.
For more versions of this creature, see Honkdra from Lord
of Eat on DMsGuild.

Honkdra of the Ponds At the end of its turn, it grows two heads for each of its
heads that died since its last turn, unless it has taken fire
Huge Monstrosity (Goose), Typically Chaotic Neutral damage since its last turn. The honkdra regains 10 hit points
for each head regrown in this way.
Armor Class 15 (natural armor) Reactive Heads. For each head the honkdra has beyond one, it
Hit Points 138 (12d12 + 60) gets an extra reaction that can be used only for opportunity
Speed 30 ft., fly 50 ft., swim 30 ft. attacks.
Reflective Plumage. The honkdra can't be affected or detected
STR DEX CON INT WIS CHA by spells of 1st level or lower unless it wishes to be. It has
advantage on saving throws against all other spells and magical
20 (+5) 14 (+2) 21 (+5) 2 (-4) 8 (-1) 12 (+1) effects.
Wakeful. While the honkdra sleeps, at least one of its heads is
Saving Throws Wis +3 awake.
Skills Intimidation +5, Perception +7
Damage Resistances poison, psychic; bludgeoning, piercing,
and slashing from nonmagical attacks
Actions
Damage Immunities cold Multiattack. The honkdra makes as many beak attacks as it has
Condition Immunities frightened, poisoned heads. Instead of attacking with the beak with a certain head, it
Senses darkvision 60 ft., truesight 60 ft., passive Perception can try to swallow with it.
17
Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Languages —
Hit: 10 (1d10 + 5) piercing damage. Once per turn, if the
Challenge 9 (5,000 XP) Proficiency Bonus +4
target is a Medium or smaller creature, it must succeed on a
DC 17 Dexterity saving throw or become grappled (DC 17 to
Berserk. Whenever the honkdra starts its turn with 80 hit escape).
points or fewer, roll a d6. On a 6, the honkdra goes berserk.
On each of its turns while berserk, the honkdra attacks the Swallow. The honkdra makes one bite attack against a Medium
nearest creature it can see. If no creature is near enough to or smaller creature it is grappling. If the attack hits, the target
move to and attack, the honkdra attacks an object, with takes the bite's damage, the target is swallowed, and the
preference for an object smaller than itself. Once the honkdra grapple ends. While swallowed, the creature is blinded and
goes berserk, it continues to do so until it is destroyed or restrained, it has total cover against attacks and other effects
regains all its hit points. outside the honkdra, and it takes 10 (3d6) acid damage at the
start of each of the honkdra's turns.
Hold Breath. The honkdra can hold its breath for 1 hour. If the honkdra takes 25 damage or more on a single turn
from a creature inside it, the honkdra must succeed on a DC
Multiple Heads. The honkdra has five heads. While it has more
15 Constitution saving throw at the end of that turn or
than one head, the honkdra has advantage on saving throws
regurgitate all swallowed creatures, which fall prone in a space
against being blinded, charmed, deafened, frightened, stunned,
within 5 feet of the honkdra. If the honkdra dies, a swallowed
and knocked unconscious.
creature is no longer restrained by it and can escape from the
Whenever the honkdra takes 25 or more damage in a single
corpse by using 15 feet of movement, exiting prone.
turn, one of its heads dies. If all its heads die, the honkdra dies.
Honkecho
When a group of geese that was particularly numerous (or
angry) dies, it can leave behind a honkecho: the undead
remains of their fowlish screams, resounding for eternity.
This collective is made of pure sounds, as it is literally the
honking of dozens of geese that constantly repeats itself,
forever. The noise that comes from an honkecho is
enough to confuse or drive most people crazy, and
can shatter both matter and mind.
A honkecho is definitely noticeable through hearing, but
invisible. Only when it manifests its violent honks, it briefly
becomes visible as a flash of spirits that resemble waves of
sound.

Honkecho Perennial Cachonkphony. The honkecho constantly honks while


it can see any creature and isn't incapacitated. Each creature
Large Undead (Goose), Typically Chaotic Evil that starts its turn within 20 feet of the honkecho and can hear
the honks must succeed on a DC 12 Wisdom saving throw.
Armor Class 12 On a failed save, the creature can't take reactions until the
Hit Points 45 (6d10 + 12) start of its next turn and rolls a d8 to determine what it does
Speed 0 ft., fly 40 ft. (hover) during its turn. On a 1 to 4, the creature honks, takes no
action or bonus action and uses all its movement to move in a
randomly determined direction. On a 5 or 6, the creature falls
STR DEX CON INT WIS CHA prone and subtracts a d6 penalty to ability checks and attack
rolls until the beginning of its next turn. On a 7 or 8, the
1 (-5) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 15 (+2) creature makes a melee attack against a randomly determined
creature within its reach or does nothing if it can't make such
an attack.
Skills Intimidation +4
Damage Resistances acid; bludgeoning, piercing, and slashing Sonic Movement. The honkecho can move through other
from nonmagical attacks creatures and objects as if they were difficult terrain.
Damage Immunities necrotic, poison, thunder
Condition Immunities charmed, deafened, exhaustion, Actions
frightened, grappled, paralyzed, petrified, poisoned, prone,
restrained, unconscious Multiattack. The honkecho makes two Maddening Honks
Senses blindsight 30 ft., tremorsense 60 ft., passive attacks.
Perception 10
Maddening Honk. Melee Spell Attack: +4 to hit, reach 15 ft.,
Languages —
one target. Hit: 6 (1d12) psychic damage and 6 (1d12)
Challenge 4 (1,100 XP) Proficiency Bonus +2
thunder damage. A creature that goes to 0 hit points because
of this damage develops a random long term madness (see
Natural Invisibility. The honkecho is invisible. If it attacks or Dungeon Master's Guide).
uses one of its actions, the honkecho stops being invisible
until the end of the current turn. Honkish Blast (Recharge 5-6). The honkecho emits a
destructive goosish scream as a 50-foot cone. Each target in
Noise Absorption. Whenever the honkecho is subjected to the cone or inside the honkecho's space makes a DC 12
thunder damage, it takes no damage and instead regains a Constitution saving throw (with disadvantage if inside the
number of hit points equal to the thunder damage dealt. honkecho's space). On a failed save, a target takes 26 (4d12)
However, the sonic overload excites the honkecho, who is thunder damage. On a failed save of 5 or more, the target also
immediately exposed to its own Perennial Cachonkphony (it becomes stunned until the end of its next turn, and
makes the saving throw normally). permanently deafened (potentially becoming able to ignore
the Perennial Cachonkphony). On a success, a target takes half
as much damage and none of the other effects. Effects that
remove the deafened condition, like the lesser restoration
spell, work as normal.
Primal Honkecho
Honkechoes exist since the dawn of time. In the age of the and meaningful of these honks carried with them enough
war between primordial and deities, the Ur-goose was emotion and willpower to come into existence as their own
screaming to bring destruction to its enemies or to grief the creature, becoming the undying message that the Ur-goose
defeat of a dear member of its flock. The most intense left to the world.

Honkecho, Primal Perennial Cachonkphony. The honkecho constantly honks while


it can see any creature and isn't incapacitated. Each creature
Huge Undead (Goose), Typically Chaotic Evil that starts its turn within 30 feet of the honkecho and can hear
the honks must succeed on a DC 16 Wisdom saving throw.
Armor Class 15 On a failed save, the creature can't take reactions until the
Hit Points 168 (16d12 + 64) start of its next turn and rolls a d8 to determine what it does
Speed 0 ft., fly 50 ft. (hover) during its turn. On a 1 to 4, the creature honks, takes no
action or bonus action and uses all its movement to move in a
randomly determined direction. On a 5 or 6, the creature falls
STR DEX CON INT WIS CHA prone and subtracts a d6 penalty to ability checks and attack
rolls until the beginning of its next turn. On a 7 or 8, the
1 (-5) 20 (+5) 18 (+4) 10 (+0) 14 (+2) 16 (+3) creature makes a melee attack against a randomly determined
creature within its reach or does nothing if it can't make such
an attack.
Saving Throws Str +0, Wis +7
Skills Intimidation +8 Sonic Movement. The honkecho can move through other
Damage Resistances acid; bludgeoning, piercing, and slashing creatures and objects as if they were difficult terrain.
from nonmagical attacks
Damage Immunities necrotic, poison, thunder Actions
Condition Immunities charmed, deafened, exhaustion,
frightened, grappled, paralyzed, petrified, poisoned, prone, Multiattack. The honkecho makes three Maddening Honk
restrained, unconscious attacks, or one against each target within reach.
Senses blindsight 30 ft. (blind beyond this radius),
Maddening Honk. Melee Spell Attack: +8 to hit, reach 20 ft.,
tremorsense 60 ft., passive Perception 12
one target. Hit: 9 (2d8) psychic damage and 9 (2d8) thunder
Languages —
damage. A creature that goes to 0 hit points because of this
Challenge 15 (13,000 XP) Proficiency Bonus +5
damage develops a random long term madness (see Dungeon
Master's Guide).
Echo of Chaos. Whenever a creature within 100 feet of the
honkecho (including the honkecho itself) rolls a natural 1 on Honkish Blast (Recharge 5-6). The honkecho emits a
an ability check, attack roll or saving throw, it generates a destructive goosish scream as a 60-foot cone. Each target in
random effect from the wild magic table (see Player's the cone or inside the honkecho's space makes a DC 17
Handbook). Constitution saving throw (with disadvantage if inside the
honkecho's space). On a failed save, a target takes 58 (9d12)
Legendary Resistance (3/Day). If the honkecho fails a saving thunder damage. On a failed save by 5 or more, the target also
throw, it can choose to succeed instead. becomes stunned until the end of its next turn, and
permanently deafened (potentially becoming able to ignore
Natural Invisibility. The honkecho is invisible. If it attacks or
the Perennial Cachonkphony). On a success, a target takes half
uses one of its actions, the honkecho stops being invisible as much damage and none of the other effects. Effects that
until the end of the current turn. remove the deafened condition, like the lesser restoration
Noise Absorption. Whenever the honkecho is subjected to spell, work as normal.
thunder damage, it takes no damage and instead regains a
number of hit points equal to the thunder damage dealt. Legendary Actions
However, the sonic overload excites the honkecho, who is
The honkecho can take 3 legendary actions, choosing from the
immediately exposed to its own Perennial Cachonkphony (it
options below. Only one legendary action option can be used
makes the saving throw normally).
at a time and only at the end of another creature's turn. The
honkecho regains spent legendary actions at the start of its
turn.

Attack. The honkecho makes an attack with its Maddening


Honk.
Cachonkphonical Echo. The honkecho targets a creature
currently under the effect of the Perennial Cachonkphony. The
target takes 13 (2d12) psychic damage, then suffers another
random effect from the ability (roll a d8).
Fast as Sound. The honkecho moves up to double its speed
without provoking opportunity attacks.
Honkimera
Back in the days when Anserath was
Demogorgon's pet and companion, the Prince
of Demons gave birth to the chimera to make
up for the "lack of creativity" that he witnessed
on the Prime Material. Following the lead of its
master, the Honking Chaos decided to give birth
to its own version of this monstrosity and created the
honkimera: a hybrid between a goose, a cow and a green
dragon (chosen because of the fixation that Anserath has
with poisonous gasses).
Falling victim of the draconic component of its nature, a
honkimera desires to hoard a treasure, but is not smart
enough to understand the difference between valuables and
garbage. Because of this, a honkimera's nest will be cluttered
with anything: precious gems, household items, entire
wagons (full or empty), broken or rotten goods, and more.

Honkimera Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Large Monstrosity (Goose), Typically Chaotic Evil
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) poison
Armor Class 14 (natural armor) damage.
Hit Points 114 (12d10 + 48)
Speed 30 ft., fly 60 ft. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.
Honk of Terror. Each creature of the Honkimera's choice that is
STR DEX CON INT WIS CHA within 60 feet of the Honkimera and can hear it must succeed
on a DC 14 Wisdom saving throw. A creature that fails the
18 (+4) 15 (+2) 19 (+4) 3 (-4) 10 (+0) 16 (+3)
saving throw becomes frightened for 1 minute and
immediately uses its reaction to move in a random direction. A
Skills Perception +6 creature can repeat the saving throw at the end of each of its
Condition Immunities frightened turns, ending the effect on itself on a success. If a creature's
Senses darkvision 60 ft., passive Perception 16 saving throw is successful or the effect ends for it, the
Languages understands Abyssal and Draconic but can't speak creature is immune to the Honkimera's Honk of Terror for the
Challenge 6 (2,300 XP) Proficiency Bonus +3 next 24 hours.
Poison Breath (Recharge 5-6). The dragon head exhales
Alertness. The honkimera has a +5 bonus to its passive
poisonous gas in a 15-foot cone. Each creature in that area
Wisdom (Perception) (already included in the stat block). must make a DC 15 Constitution saving throw, taking 31
(9d6) poison damage on a failed save, or half as much damage
Actions on a successful one.
Multiattack. The honkimera makes three attacks: one with its
beak, one with its bite, and one with its horns. It can use its
poisonous breath (if available) in place of its bite, or its honk
of terror in place of its beak, or both.
Honkraken
A honkraken is a creature from the dawn of time and a
peak specimen of goosedom. In the age when the war
between gods and primordials was raging, the former
created the krakens as their soldiers, while the
mischievous Ur-goose gave birth to the honkrakens as a way
to openly mock them. The Primordial of Havonk infused
its children with the echo of its ancestral honk, and
gifted them its magical plumage that protects them from
heat, cold and even magic.
Even if significantly weaker than their tentacled
counterparts, the honkrakens are still terrifying
creatures that can (and will) spread chaos, fear and
wreck with great ease. Their talent for senseless
destruction is so great, that they attracted the attention
(and admiration) of Anserath, the Honking Chaos itself,
that gifted them with magical powers aimed at
delivering even more havoc.
Nowadays, honkrakens are considered no more than
a legend, or a tale from drunken sailors that nobody
can (or want to) believe. However, when a storm is
brewing in the open sea and the thunder in the
sky mixes with an echoing honk from the depths, many start
to reconsider these legends. When they do, often, it's already
too late.
A Honkraken's Lair
A honkraken usually lives in a deep, narrow trench, in an
underwater cave or under the surface of a sargasso island.
There, they collect amounts of items that range between the
legendary and the completely useless, as their avian mind
doesn't comprehend the difference between treasure and
trash.
Lair Actions
On initiative count 20 (losing initiative ties), a honkraken can
take one of the following lair actions; the honkraken can’t
take the same lair action two rounds in a row:
Goose Alpha. 1d3 creatures with the Goose tag that the Regional Effects
honkraken can see can use their reaction to move at half The territory within 5 miles of a honkraken is altered by the
speed, make an attack, or both. creature’s chaotic presence, which creates one or more of the
Honking Confusion. The [MON] casts the confusion spell following effects:
(DC 18) with only verbal component and without the need to Fowlish Sightings. Creatures within 5 miles of a
maintain concentration. A creature that fails the saving throw honkraken believe that they are seeing a goose under most
is also deafened. The spell lasts until another lair action is surfaces of water.
used, up to 1 minute. Goose Uprising. Creatures with the Goose tag within 5
Shonkwave. Each creature within 60 feet of the miles of a honkraken start to behave in a (even) more chaotic
honkraken makes a DC 22 Strength saving throw, falling and violent way than usual. Regular geese start to gather as
prone and being pushed 20 feet away on failure. If the target one or more flocks of geese* and might attack other
is thrown into a solid object or another creature, they both creatures on sight.
must succeed on a DC 15 Dexterity saving throw or take 1d6 Storming Mood. The honkraken alters the weather
bludgeoning damage for every 10 feet the target was thrown, (always for the worse) as per the control weather spell.
and be knocked prone. If the honkraken dies, these effects immediately end.
Honkraken Tail. Melee Weapon Attack: +14 to hit, reach 30 ft., one target.
Hit: 18 (3d6 + 8) bludgeoning damage, and the target is
Gargantuan Monstrosity (Goose, Titan), Typically Chaotic Evil grappled (escape DC 22). Until this grapple ends, the target is
restrained. The honkraken can grapple only one target with its
Armor Class 17 (natural armor) tail.
Hit Points 280 (17d20 + 102) Fling. One Large or smaller object held or creature grappled by
Speed 30 ft., swim 60 ft. the honkraken is thrown up to 60 feet in a random direction
and knocked prone. If a thrown target strikes a solid surface,
the target takes 3 (1d6) bludgeoning damage for every 10 feet
STR DEX CON INT WIS CHA it was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 22 Dexterity saving throw or
27 (+8) 15 (+2) 23 (+6) 5 (-3) 16 (+3) 19 (+4) take the same damage and be knocked prone.
Storm of the Honking Chaos (Recharge 5-6). The honkraken
Saving Throws Str +14, Dex +8, Con +12, Int +3, Cha +10
casts the storm of the honking chaos* spell without requiring
Skills Intimidation +10, Perception +15
components and using its Charisma as its spellcasting ability
Damage Resistances cold, fire, lightning; bludgeoning, piercing,
(DC 18).
and slashing from nonmagical attacks
Damage Immunities thunder
Condition Immunities frightened, paralyzed Legendary Actions
Senses truesight 120 ft., passive Perception 25 The honkraken can take 3 legendary actions, choosing from
Languages understands Abyssal and Primordial but can't speak, the options below. Only one legendary action option can be
telepathy 120 ft. used at a time and only at the end of another creature's turn.
Challenge 18 (20,000 XP) Proficiency Bonus +6 The honkraken regains spent legendary actions at the start of
its turn.
Amphibious. The honkraken can breathe air and water.
Filth Cloud (Costs 2 Actions). The honkraken expels filth in a
Freedom of Movement. The honkraken ignores difficult terrain, 50-foot radius cloud that spreads around corners. Underwater,
and magical effects can't reduce its speed or cause it to be this area is heavily obscured to creatures other than the
restrained. It can spend 5 feet of movement to escape from honkraken. A creature other than the honkraken that is
nonmagical restraints or being grappled. currently in the area or that ends its turn there must succeed
on a DC 20 Constitution saving throw. On a failed save, a
Magic Resistance. The honkraken has advantage on saving creature takes 13 (2d12) poison damage and becomes
throws against spells and other magical effects. poisoned until the end of its next turn. On a success, a
Siege Monster. The honkraken deals double damage to objects creature takes half as much damage and is not poisoned. A
and structures. strong wind or current disperses the cloud, which otherwise
disappears at the end of the honkraken's next turn.
Actions Primordial Honks of Madness (Costs 2 Actions). The honkraken
Multiattack. The honkraken makes two Tail attacks, each of targets any number of creatures currently inside or within 5
which it can replace with one use of Fling. feet of the area of Storm of the Honking Chaos with a chilling,
primordial magical honk from the dawn of time. Each target
Beak. Melee Weapon Attack: +14 to hit, reach 15 ft., one makes a DC 18 Wisdom saving throw. On a failed save, it takes
target. Hit: 21 (3d8 + 8) piercing damage and the target is 13 (2d12) psychic damage and becomes frightened of the
grappled (DC 22 to escape). If the target is a Large or smaller honkraken for 1 minute. A creature that is reduced to 0 hit
creature and is already grappled by the honkraken, that points while frightened in this way develops a long term
creature is swallowed, and the grapple ends. While swallowed, madness (see Chapter 8 of the Dungeon Master's Guide). A
the creature is blinded and restrained, it has total cover against creature can repeat this saving throw at the end of each of its
attacks and other effects outside the honkraken, and it takes turns, ending the effect on a success.
28 (8d6) acid damage at the start of each of the honkraken's
Tail Attack or Fling. The honkraken makes one tail attack or uses
turns. If the honkraken takes 40 damage or more on a single
its Fling.
turn from a creature inside it, the honkraken must succeed on
a DC 23 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 honkraken. If the honkraken dies, a
swallowed creature is no longer restrained by it and can escape
from the corpse using 15 feet of movement, exiting prone.
Mother Goose
Famous for her nursery rhymes and beloved children stories,
Mother Goose is considered by many no more than a fictional
character from the cover of a book of bedtime stories.
However, who is acquainted with the powers of geese knows
the truth: that Mother Goose is more than real. This
apparently harmless granny is actually a being from the
feywild that embodies some of the most protective aspects of
goosedom. Her words and tales carry great magic, and they
have the power to deliver teaching stories that can deeply
affect who listens, or even to bring stories to life.
Mother Goose is the most sweet and comprehensive with
children and good hearted beings in general, but has no
hesitation to punish evildoers by hitting them with her
walking cane. Every hit by her cane feels like a punishment
and strikes the body as much as the morale.
Mother Goose's Nursery Rhymes
d8 Nursery Rhymes
Old Mother Goose, / When she wanted to wander,
1 / Would ride through the air / On a very fine
gander.
Humpty Dumpty / Sat on a Wall / Humpty Dumpty
/ Had a Great Fall / All the King’s Horses / And All
2
the King’s Men / Couldn’t Put Humpty / Together
Again
Old King Cole was a merry old soul, / And a merry
old soul was he; / He called for his pipe, and he
called for his bowl, / And he called for his fiddlers
3
three. / Every fiddler he had a fiddle, / And a very
Variant: Summon Mother Goose's
fine fiddle had he; / Oh there’s none so rare, as can Guardian
compare, / With King Cole and his fiddlers three. With this variant, Mother Goose can summon a celestial
guardian to protect her against any threat.
Ring-a-round the rosie, / A pocket full of posies, / Summon Mother Goose's Guardian (1/Day). Mother
Ashes! Ashes! / We all fall down. / Cows in the Goose summons a shining avian celestial as per the
4
meadows / Eating buttercups / A-tishoo! A-tishoo! summon goose guardian* spell, without requiring
/ We all jump up. concentration. She can only summon the Honking
Defender in this way, and uses her Charisma as her
Little Jack Horner / Sat in the corner, / Eating his spellcasting ability and her proficiency bonus when
5 Christmas pie; / He put in his thumb, / And pulled required by the spell (spell attack +8).
out a plum, / And said, “What a good boy am I!"
Variant: Eyeglasses of Mother Goose
Wee Willie Winkie runs through the town, / Up
Mother Goose might be carrying her iconic glasses of
stairs and down stairs in his night-gown, / Tapping
6 Mother Goose, a legendary magic item that you can find in
at the window, crying at the lock, / Are the children this book. If she does so, she gains the following benefits
in their bed, for it’s past ten o’clock? while wearing and being attuned at them:
Baa, baa, black sheep, / Have you any wool? / Yes, Mother Goose has advantage on Intelligence, Wisdom
sir, yes, sir, / Three bags full; / One for the master, / and Charisma saving throws.
7
And one for the dame, / And one for the little boy / Mother Goose gains proficiency with Arcana, Nature
Who lives down the lane. and Religion. When making an Intelligence (History)
check she treats a d20 roll of 9 or lower as a 10. She
Star light, star bright, / First star I see tonight, / I can spend 10 minutes telling beautiful stories and
8 wish I may, I wish I might, / Have this wish I wish nursery rhymes to up to eight friendly creatures
tonight. (which can include herself) within 30 feet of her who
can see or hear her and who can understand her. Each
creature has advantage on saving throws against being
charmed or frightened for 1 hour. This ability can't be
used again until the next dawn. She can cast the
cantrip guidance at will.
Mother Goose Ominous Warning. Mother Goose chooses any number of
targets that can hear her within 60 feet of her. Each target
Medium Fey, Chaotic Good makes a DC 16 Wisdom saving throw, becoming frightened
on a failed save. A creature can repeat the saving throw at the
Armor Class 13 end of each of its turns, ending the effect on itself on a
Hit Points 104 (16d8 + 32) success.
Speed 30 ft. Spellcasting. Mother Goose casts one of the following spells,
requiring only verbal component and using Charisma as the
spellcasting ability (spell save DC 16):
STR DEX CON INT WIS CHA
At will: calm emotions, prestidigitation, tongues
10 (+0) 16 (+3) 14 (+2) 15 (+2) 20 (+5) 20 (+5) 3/day: healing word, lesser restoration, suggestion
1/day each: legend lore, mass healing word, mirage arcane
Saving Throws Int +5, Wis +8, Cha +8
Summon Fine Gander (Recharges after a Short or Long Rest).
Skills Animal Handling +8, History +8, Insight +8, Perception
Mother Goose casts find giant goose steed* with only verbal
+8, Performance +11
component as an action. The giant goose summoned in this
Damage Resistances psychic
way is always a celestial gander and doesn't go into a confused
Condition Immunities charmed
frenzy when it rolls a 1. The celestial gander has half the
Senses darkvision 60 ft., passive Perception 18
Languages Celestial, Common, Sylvan and can speak and maximum hit points of Mother Goose.
understand any goose creature
Challenge 7 (2,900 XP) Proficiency Bonus +3 Bonus Actions
Shapechanger. Mother Goose can use its bonus action to
Grandma's Awareness. The Mother Goose knows if it hears a lie. polymorph into a Medium domestic goose or wild goose, or
back into its true form. Its statistics, other than its size and
Legendary Resistance (2/day). If the Mother Goose fails a saving speed, are the same in each form and Mother Goose can still
throw, it can choose to succeed instead. speak even as a goose. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
Actions
Multiattack. The Mother Goose makes two attacks with her
Legendary Actions
Scolding Cane. She can use her Nursery Rhyme (if available) Mother Goose can take 3 legendary actions, choosing from
instead of one of these attacks. the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
Scolding Cane. Melee Weapon Attack: +6 to hit, reach 5 ft., one Mother Goose regains spent legendary actions at the start of
target. Hit: 10 (2d6 + 3) bludgeoning damage and 11 (2d10) its turn.
psychic damage, and the target has disadvantage on ability
checks and attack rolls until the end of its next turn. Bring the Story to Life. The Mother Goose manipulates an
illusion created with her Nursery Rhyme. She can attack with
Nursery Rhyme (Recharge 4-6). Mother Goose recites one of the illusion, (making a melee or ranged spell attack with +8,
her famous nursery rhyme, creating one of the following with a range of 30 feet) dealing 11 (2d10) psychic damage on
effects at her choice: a hit.
Fictional World. Mother Goose generates an illusion as per Cast a Spell (Costs 2 Actions). Mother Goose uses Spellcasting.
the major image spell that Mother Goose can command or use
Goose Flight (Only While Riding a Goose Creature). Mother
to attack as a bonus action. If the illusion represents
Goose moves with her mount up to the mount's flying speed
something harmful and Mother Goose wishes so, a creature
without provoking opportunity attacks.
that touches the illusion makes a DC 16 Intelligence save,
taking 11 (2d10) psychic damage on a failed save. Morale of the Story. Mother Goose explains the moral of the
Good Warning. Mother Goose chooses up to three creatures story to a creature that is affected by her Nursery Rhyme in
that can hear her within 60 feet. Each of the targets gain a d8 one of the following ways: is currently frightened, is holding
bardic inspiration die (see Player's Handbook) that can be used one of her bardic inspiration dice or has interacted with her
until their next long rest. Fictional World illusion since Mother Goose's last turn. The
target gains advantage or disadvantage on its next attack roll,
ability check or saving throw or 5 temporary hit points
(Mother Goose's choice).
Megoosa
Medium Monstrosity (Goose), Typically Chaotic Evil

Armor Class 14 (natural armor)


Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 17 (+3) 11 (+0) 11 (+0) 15 (+2)

Skills Athletics +5, Intimidation +5, Perception +3, Stealth


+5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Primordial
Challenge 5 (1,800 XP) Proficiency Bonus +3

Goosifying Gaze. When a creature that can see the


megoosa's eyes starts its turn within 30 ft. of the
megoosa, the megoosa can force it to make a DC 13
Wisdom saving throw if the megoosa isn't incapacitated
and can see the creature. If the saving throw fails by 5 or
more, the creature is instantly turned into a goose
(domestic or wild, DM's choice). Otherwise, a creature that
fails the save begins to magically transform in a random
way and has disadvantage on ability checks and attack rolls
until the beginning of its next turn. Roll a d4:
1. The target's feet become webbed. Its speed is halved,
but gains a swim speed equals to its basic speed.
2. The target's head becomes the one of a goose. It can't
speak or cast spells with verbal component, 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 feathers all over its body. It has
disadvantage on Dexterity checks (including initiative) but
makes all saving throws against cold with advantage.
The third time that a creature would receive one of
these transformations, it transforms into a wild goose
instead. These transformations are a curse that lasts until
the creature is freed by the remove curse spell or other
magic. One use of the spell reverts all of these
transformations.
Megoosa Unless surprised, a creature can avert its eyes to avoid
the saving throw at the start of its turn. If the creature does
Closely related with medusas in terms of origin and nature, a so, it can't see the medusa until the start of its next turn,
megoosa is what happened to someone that tempered with when it can avert its eyes again. If the creature looks at the
megoosa in the meantime, it immediately makes the save.
the power of geese and somehow failed. This could be the If the megoosa hears a honk within 30 ft. of it, the
result of a curse from the Great Golden Goose, a bad deal megoosa is affected by its own gaze if the source of the
with Anserath or even just a mood swing from the Ur-goose. honk makes a successful DC 20 Charisma (Perform) check
Whatever the cause, the creature's desire to manipulate the as an action.
power of geese turned against it, partially transforming it into
what it wanted to control. Now the megoosa tries to share Actions
this curse with whoever comes by, as it aims to turn other Multiattack. The megoosa makes either two attacks, only
people into geese just as medusas would turn them into one of which can be with its goose hair.
stone. Goose Hair. Melee Weapon Attack: +5 to hit, reach 5 ft.,
While medusas are susceptible to their own gaze reflected one creature. Hit: 17 (6d4 + 2) piercing damage.
into mirrors, megoosas are affected by the power of the
honks of geese, which can trigger a new transformation into Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one
them until they finally turn into a complete goose. target. Hit: 7 (1d10 + 2) piercing damage.
In combat, megoosas usually hold a greatclub in a pretty Quill Throw. Ranged Weapon Attack: +5 to hit, range
upset way, and can throw quills magically enhanced by chaos 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage
plus 6 (1d12) force damage.
magic that they pick from their heads.
Rhonk
Gargantuan Monstrosity (Goose), Typically Chaotic Neutral

Armor Class 14 (natural armor)


Hit Points 214 (13d20 + 78)
Speed 20 ft., fly 100 ft.

STR DEX CON INT WIS CHA


26 (+8) 7 (-2) 22 (+6) 3 (-4) 10 (+0) 13 (+1)

Saving Throws Dex +2, Con +10, Wis +4, Cha +5


Skills Perception +4
Damage Resistances cold
Condition Immunities frightened
Senses passive Perception 19
Languages —
Challenge 11 (7,200 XP) Proficiency Bonus +4

Alertness. The rhonk has a +5 bonus to its passive Wisdom


(Perception) (already included in the stat block).

Actions
Multiattack. The roc makes two attacks: one with its beak
and one with its talons.
Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit: 26 (4d8 + 8) piercing damage. Rhonk
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one If you hear thunder, there's a storm coming. However, if you
target. Hit: 18 (3d6 + 8) slashing damage, and the target is hear a thunder that sounds like pure fowlish destruction,
grappled (escape DC 20). Until this grapple ends, the that's a rhonk. These titanic birds have a wingspan of almost
target is restrained, and the roc can't use its talons on
another target.
two hundred feet, and are usually kept as pets by the most
powerful giants. A rhonk that escapes its master can bring
Thunderous Honk (Recharge 5-6). The rhonk emits a honk down havoc on entire kingdoms before being stopped by
of unbelievable magnitude, resounding with the same
strength of multiple thunders. Each target in a 90-foot
somebody strong (and crazy) enough to face them, its master
cone makes a DC 18 Constitution saving throw. On a failed comes to reclame it or (more likely) the avian terror just loses
save, a target takes 55 (10d10) thunder damage and interest and goes somewhere else.
becomes deafened. On a failed save by 5 or more, the Rhonks are the more clumsy, destructive and erratic
target is also stunned until the end of its next turn. On a cousins of rocs. Back in the days when Annam, father of all
success, a target takes half as much damage and none of giants, created the rocs as a mean to try to level the field in
the other negative effects above.
Additionally, every unattended object of size Large or
the war between his children and the dragons, his vassal
smaller is pushed to the bottom of the area and takes 3 Memnor tried a similar effort. While Annam created a noble,
(1d6) bludgeoning damage per each 10 feet of movement. reliable mount for his children, Memnor the trickster
A creature on the trajectory of such an object must manipulate the chaotic energies of the Ur-goose to create the
succeed on a DC 18 Dexterity saving throw, taking that rhonk and gifted. Since that day, rhonks have become a
same damage on a failed save. favorite pet for cloud giants in particular, that consider them
like a giant joke.
Ur-goose Regional Effects
The Ur-goose, also known as the Primordial Havonk, is an The region containing the Ur-gooses’s lair is warped by its
ancestral being who embodies natural chaos in its raw state, chaotic essence, creating one or more of the following effects:
considered to be the first goose that ever walked on earth Crumble Civilization. Artificial structures within 5 miles
(even if the timeless Great Golden Goose might have of the lair take 2 (1d4) force damage every 24 hours, being
preceded it) and gave birth to several exemplars of goosekind. separated back into raw elements.
The Ur-goose's body is a towering 40-foot tall mass of raw Divination Screen. Casting a divination spell while within
elements that are perpetually swirling, shifting and mixing 5 miles of the lair or on a target within that area requires a
with each other, as they can never find a stable form. At the successful DC 25 Intelligence (Arcana) check.
core of the Ur-goose lies a brilliant nebula, which is the Make Geese Wild. Goose creatures within 5 miles of the
source of its creative power. lair become more evasive, more violent, or both.
Despite its immense size, the titan's shifting body is
capable of concealing itself with great ease, usually by mixing If the Ur-goose dies, these effects instantly fade.
with the elemental matter of its surrounding environment. In
fact, the Primordial Havonk is renowned to be one the most
clever tricksters and escapists of the multiverse. After
defeating the primordials at the dawn of time, the gods have
been hunting for the Ur-goose incessantly for eons, with no Variant: Summon Goose Creature
success. In fact, the Primordial Havonk takes great joy into Being the creator entity of most goose creatures, the Ur-
seeing the frustration of other beings going on a wild goose goose can have an action option that allows it to summon
others of its kind.
chase to find it or catch it, often with poor or no results. Summon Goose Creature (1/Day; Recharges After
Even if the Ur-goose is often running away or hiding, there Elemental Reassemblement). The Ur-goose performs one
are times when it might decide to take a stance and fight of the following magical summonings.
back, or even to actively move war to its enemies. This is
usually the case when civilization is trying to impose its 2d6 geese, giant geese or flocks of geese
1d4 gray honkers
"order" on an untainted natural area, or when something 1d8 grifooses
poses a great danger to goosekind as whole. When the Ur- 1d8 honkatrices
goose is fighting the rules of matter, magic and reality 1d6 honkdras of the ponds
constantly bend around its chaotic essence, while its honk 1 honkraken (can't use legendary actions, but can use
has the wildest effects (both harmful and beneficial) to its them as regular actions)
enemies. 1d3 rhonks
2d6 weregeese
For more information on the lore, cults and powers of the
Ur-goose, see Chapter 1. A summoned creature appears in an unoccupied space
within 60 feet of the Ur-goose, acts as its ally, and can't
summon other creatures. It remains for 1 minute, until
Ur-goose's Lair the Ur-goose dies, or until it dismisses it as an action.
Typically, the Ur-goose frequents the natural areas of the
Prime Material that are the most far away from civilization. Mythic Variant: Flockification
The Primordial Havonk changes location often to always be With this variant, the Ur-goose divides itself into four
one step ahead of its chasers, but when it chooses a lair, it is other geese after using its Elemental Restoration. The
often an untainted natural area with dense environmental creature gains the following trait:
features (like a tangled jungle or a complex of narrow caves) Flockification. When using its Elemental Restoration,
with plenty of spots to hide. the Ur-goose splits into four Huge clones of itself, all
within a 60 feet range from each other. Each clone has
Lair Actions 84 hit points and shares the same initiative order. The Ur-
On initiative count 20 (losing initiative ties), the Ur-goose can goose has only one pool of actions, legendary actions and
take one of the following lair actions; it can’t take the same legendary resistances, but can use them through any of
its clones (if the Ur-goose spends a legendary resistance
lair action two rounds in a row: on a saving throw made by more clones at the same time,
it affects all of them). Every clone can still move and take
Honkemental Nebula. The Ur-goose casts the fog cloud the Dash, Disengage, Dodge, Hide or Search action
spell with only verbal component, originating from a point independently.
within its lair. Each creature that begins its turn inside the After 1 hour, the remaining clones can reabsorb each
cloud takes 5 (1d10) damage of a random type from its other (if two or more) while within 30 feet, and the Ur-
Honkemental Honktropy (see statblock). If the Ur-goose uses goose can go back to normal. If there's only one clone
another lair action, the spell ends. left, the Ur-goose can just go back to normal after 1 hour.
Reverse Gravity. The Ur-goose casts the reverse gravity
spell (DC 25) with only verbal component. This spell doesn't
require concentration, but lasts only until the next initiative
count 20.
Wild Magic. A random wild magic effect (see table in the
Player's Handbook) triggers on a random creature that is
within the lair.
Ur-goose Beak of Chaos. Melee Weapon Attack: +15 to hit, reach 20 ft.,
one target. Hit: 17 (3d6 + 7) piercing damage plus 11 (2d10)
Gargantuan Elemental (Goose, Titan), Chaotic Neutral force damage, or the last type of damage dealt by Honktropy
in the last hour instead of force. If the target is a creature, it is
Armor Class 21 (natural armor) grappled (escape DC 17). Until this grapple ends, the target is
Hit Points 390 (20d20 + 180) restrained, and the Ur-goose can't beak another target.
Speed 60 ft., burrow 60 ft., fly 90 ft. (hover), swim 60 ft. Debris Throw. Ranged Weapon Attack: +15 to hit, range
60/240 ft., one target. Hit: 26 (3d12 + 7) bludgeoning
damage (or other type based on the kind of materials thrown).
STR DEX CON INT WIS CHA A creature makes a DC 17 Strength saving throw to not be
knocked prone.
24 (+7) 30 (+10) 29 (+9) 30 (+10) 24 (+7) 28 (+9)
Honktropy (Recharge 4-6). The Ur-goose emits a random
primordial honk that chaotically reorganizes the rules of
Saving Throws Dex +18, Con +17, Int +18, Cha +17
matter and reality in a 100-foot cone. A target can willingly fail
Skills Deception +25, Intimidation +17, Nature +18,
the saving throw. Unless stated otherwise, any effect that is
Perception +23, Sleight of Hand +18, Stealth +18
not damage lasts until the target rolls a 1 or 20 on the d20 for
Damage Resistances acid, cold, fire, lightning
an ability check, attack roll or saving throw and can be
Damage Immunities poison, thunder; bludgeoning, piercing,
removed with the greater restoration spell or similar magic.
and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Roll a d6:
grappled, paralyzed, petrified, poisoned, prone, restrained,
stunned, unconscious 1: Booming Honk. Each target within the area makes a DC
Senses truesight 120 ft., passive Perception 33 25 Constitution saving throw. On a failed save, the target takes
Languages Primordial, Sylvan, telepathy 120 ft. 65 (10d12) thunder, becomes deafened but gains resistance
Challenge 26 (90,000 XP) Proficiency Bonus +8 to thunder damage. On a success, it takes half as much
damage and is not deafened. On a failed save by 5 or more, it
is also stunned until the end of its next turn and the target's
Elemental Nature. The Ur-goose doesn't require air, food, drink, ears fall off. The area becomes difficult terrain until cleared
or sleep. out.
2: Dechonkposition. Each target in the area makes a DC 25
Elemental Restoration (Recharges after a Short or Long Rest). If
Constitution saving throw, taking 65 (10d12) necrotic
the Ur-goose would be reduced to 0 hit points, its current hit
damage on a failed save or half as much damage on a success.
point total instead resets to 350 hit points, it recharges its
On a failed save, the creature is also poisoned, but gains
Honktropy, and it regains any expended uses of Legendary
Resistance. Additionally, the Ur-goose can now use the resistance to necrotic, poison and radiant damage. A creature
options in the "Mythic Actions" section for 1 hour. Award a can repeat the saving throw at the end of each of its turn,
party an additional 90,000 XP (180,000 XP total) for ending the poisoned condition on a success.
defeating the Ur-goose after its Elemental Restoration 3: Honk of Nature. Each target in the area is being wrapped
activates. by poisonous vines and makes a DC 25 Strength saving throw.
On a failed save, it takes 65 (10d12) poison damage and
Honkhaotic Aura. At the beginning of the Ur-goose's turn one becomes restrained, but can be freed with a DC 19 Dexterity
of the following random effects affects the area within 60 feet or Strength check as an action. On a failed save, the target also
of the Ur-goose (including itself). Each effect lasts until the regains 1 hit point at the beginning of each of its turns as long
beginning of the Ur-goose's next turn. Roll a d4: as it has at least 1 hit point left.
1: Honkfusion. Creatures in the area are affected by the 4: Honkemental. Each target in the area makes a DC 25
confusion spell (DC 25) and gain vulnerability to psychic Dexterity saving throw, taking 71 (11d12) damage on a failed
damage. save or half as much damage on a success. For the damage
2: Magical Havonk. Each creature failing a concentration type roll a d4: acid (1), cold (2), fire (3) or lightning (4). Each
check or rolling a 1 on the d20 for any ability check, attack roll target that failed the save also gains resistance to another type
or saving throw, triggers a wild magic effect (see Player's or random damage (roll the d4 again).
Handbook). Creatures have vulnerability to force damage. 5: Pshonkedelich. Each creature in the area makes a DC 25
3: Web Limbs. Each creature in the area is targeted by the Intelligence saving throw. On a failed save, it takes 65 (10d12)
web limbs* spell (DC 25). Creatures have vulnerability to psychic damage and subtracts the result of a d6 to its ability
necrotic damage. checks and attack rolls, but gains advantage on Intelligence,
4: Honkquake. Each creature in the area makes a DC 25 Wisdom and Charisma saving throws and experiences visions
Strength saving throw to not be knocked prone. Creatures that grant it inspiration. A creature can repeat the saving throw
have vulnerability to thunder damage. The area becomes at the end of each of its turns, ending the effect on a success.
difficult terrain. 6: Space-bending Honk. Each target within the area makes a
DC 25 Charisma saving throw. On a failed save, the target
Legendary Resistance (3/Day). If the Ur-goose fails a saving
takes 52 (8d12) force damage and is teleported to a random
throw, it can choose to succeed instead.
direction within 40 feet, but gains a flying speed of 30 feet.
Wildest of all Geese. The Ur-goose can move through a space On a success, it takes only half as much damage and none of
as narrow as 1 inch wide without squeezing, ignores difficult the other effects above.
terrain, and can ignore any effect that changes its shape, limits
Spellcasting. Ur-goose casts one of the following spells,
its actions or movement, or that banishes or imprisons it, like
requiring only verbal component and using Charisma as the
the banishment, imprisonment and maze spells.
spellcasting ability (spell save DC 25):
Actions At will: animal friendship (goose beasts have no save),
Multiattack. The Ur-goose attacks three times with its Beak of creation, disguise self, invisibility
Chaos, Debris Throw or a combination of the two. 3/day each: plane shift, true polymorph (only goose
creatures)
Legendary Actions Mythic Actions
The Ur-goose can take 3 legendary actions, choosing from the If the Us-goose's Elemental Restoration trait has activated in
options below. Only one legendary action option can be used the last hour, she can use the options below as legendary
at a time and only at the end of another creature's turn. The Ur- actions.
goose regains spent legendary actions at the start of its turn.
Dishonktegration. A creature that the Ur-goose can see within
Attack. The Ur-goose makes a Beak of Chaos or Debris Throw 120 feet of it makes a DC 25 Dexterity saving throw. The
attack. creature takes 22 (4d10) force damage and one level of
exhaustion on a failed save, or 5 (1d10) force damage and no
Honk of Liberation. The Ur-goose casts the dispel magic or exhaustion on a success.
remove curse spell with only verbal component, using
Charisma as its spellcasting ability. Goosification (Costs 2 Action). A creature currently grappled by
the Ur-goose makes a DC 25 Wisdom saving throw. On a
Wild Goose Chase (Costs 2 Action). The Ur-goose moves up to failed save, it is magically transformed into a wild goose*, or
its speed without provoking opportunity attacks. At any point takes 11 (2d10) force damage on a success. A dispel magic or
during this movement, the Ur-goose can use the Hide action remove curse spell or similar magic ends the effect.
even while in plain sight, cast the invisibility spell or both.
Weregoose
Medium Humanoid (Goose, Human, Shapechanger),
Typically Chaotic Neutral

Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 30ft. (30ft., fly 40ft., swim 30ft. in goose or hybrid
form)

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 8 (-1)

Skills Intimidation +1, Perception +2


Damage Immunities bludgeoning, piercing, and slashing
from nonmagical attacks not made with silvered
weapons
Senses passive Perception 17
Languages Common (can't speak in rat form)
Challenge 2 (450 XP) Proficiency Bonus +2

Weregoose Alertness. The weregoose has a +5 bonus to its passive


Wisdom (Perception).
A weregoose is an absolute agent of chaos. As humanoids,
they develop longer necks, smaller eyes and thicker lips. In Hold Breath (Goose or Hybrid Form Only). The weregoose
their humanoid forms, they prefer weapons that enable them can hold its breath for 10 minutes.
to create the most mayhem in the shortest amount of time, Actions
like greatclubs and flails, but they are clever enough to
change to a more suitable weapon if they need more finesse. Multiattack (Humanoid or Hybrid Form Only). The
Weregeese infect other humanoids out of spite, to punish weregoose can use its Honk and then makes two attacks,
only one of which can be a beak.
someone that misbehaved or just to create more chaos.
Sometimes, they might infect somebody that they really wish Beak (Goose or Hybrid Form Only). Melee Weapon Attack:
to protect. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
When they can, weregeese gather in very tight damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with
communities, developing strong interpersonal bonds and a weregoose lycanthropy.
great desire to protect the weakest members.
More information on lycanthropes can be found in the Greatclub (Humanoid of Hybrid Form Only, while not Flying).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Monster Manual. Hit: 7 (1d10 + 2) bludgeoning damage.
Honk (1/Day) (Goose or Hybrid Form Only). The weregoose
honks aggressively towards a creature it can see within 30
Player Characters as Weregeese feet of it. The target must succeed on a DC 11 Wisdom
A character that becomes a weregoose gains a saving throw or become frightened until the end of its next
Constitution of 12 and a Dexterity of 14 if the score isn't turn.
already higher. Attack and damage rolls for the beak are
based on whichever is higher of the character's Strength Shapechanger. The weregoose can use its action to
and Dexterity. For the Honk action, the DC is 8 + the polymorph into a goose-humanoid hybrid or into a wild
character's proficiency bonus + Charisma or Constitution goose, or back into its true form, which is humanoid. Its
modifier (character's choice). For more information on statistics, other than its size, are the same in each form.
lycanthropes as player characters, see the Monster Any equipment it is wearing or carrying isn't transformed.
Manual. It reverts to its true form if it dies.
If the megoosa is not stopped, she will keep transforming
Adventure Hoonks everyone in the city and province, until it becomes populated
by people just as cursed as she is.
The following quest ideas include some of the creatures from
the pages above, as well as other elements and from this The Child of Mother Goose
book. The director of a local orphanage, a sweet granny known as
Mother Goose, recently disappeared after visiting one of her
First Tier (Level 1-4) "children" (an orphan that grew up and left her institution a
Night of the Goosish Deads
long time ago). Without her, the orphanage will lose its only
patron and might eventually be forced to close.
Lately, a local farmer has been noticing more and more of his Mother Goose is being forcefully held by a gray honker*
geese disappearing. Yesterday night, the farmer found that that she nurtured many years ago. The honker, afraid to loose
several of his geese are back, but they are now goose her granny again, refuses to let her go. Even if Mother Goose
skeletons* that attack him or anything else (including the is actually a strong magical being in disguise, the gray honker
characters) on sight. Even so, the skeletons are friendly is now immune to her magical influence after being exposed
towards the geese of their own former flock and they act just to it for its whole childhood.
like regular geese, as if they never left the flock. Mother Goose wishes to be freed, and will fight alongside
Following the tracks of the skeletons leads the party to the the characters (aiding them with her magic) as long as they
hideout of a necromancer, that planned to raise a flock of don't try to kill "her child". She will reward the characters
undead geese. Things went wrong when the necromancer with a cane of the silly goose* and other treasures if they
successfully summoned a demogoose* but lost control of it, manage to free her without killing the honker.
leading to the necromancer's death. The hideout is still full of If the characters fail or abandon the quest, the gray honker
goose skeletons*, goose zombies* and the dreaded will eventually kill Mother Goose by accident, then go into a
demogoose* itself. crazy rampage and lay waste to the whole region.
When Things Go Swine
A local aristocrat lady woke up to realize that her daughter, Third Tier (Level 11-16)
who was supposed to get married the day after, is missing. On the Wings of the Rhonk
Instead, there is a violent boar in her bedroom, still dressed A rhonk* has been sighted in the region recently. Shortly
as the daughter, and a small wooden flask with a label saying after, the immense monstrosity started wreaking havoc by
"Goose Wine" on the floor. The boar is actually the betrothed several major cities. When the characters approach it, they
daughter, that drank a cursed goose wine* potion created to will notice that the rhonk is wearing saddle, harnesses and
turn the victim into a boar indefinitely. The daughter drank it emblems, all proofs that the creature actually belongs to a
as part of a bet with a foreigner, that was actually a druid cloud giant lord.
devoted to the Ur-goose. Truth is, the rhonk escaped from its master's leash. If the
The druid transformed the daughter as part of a plan go get characters kill the rhonk, they will anger the giant lord that
revenge against the mother, who has plans to expand the city will go out of his way to hurt the characters and make their
at the expense of the surrounding woods and swamps. The lives impossible. On the other hand, if the characters find a
druid is accompanied by a giant goose, and has the way to tame or capture the creature, its master will greatly
obedience of a flock of geese that faithfully guards the compensate them. Once tamed, the rhonk could even bring
wilderness. the characters back to its owner.
The druid always carries the antidote to reverse the The giant lord lives in a castle in the clouds, high in the sky,
transformation. The characters could solve this in many and is obsessed with geese. He owns a goose of the golden
ways, like taking the antidote by force, stealth, or trying to feathers* that can lay golden eggs, as well as several magic
strike a deal between the druid and the lady. items related to geese. He's also looking for a copy of the
Second Tier (Level 5-10) Honkonomicon artifact.
Gaze of the Megoosa Fourth Tier (Level 17-20)
The goose of the golden feathers from the local temple of The Lost Egg
the Great Golden Goose, which was worshiped as a living On a big island in the middle of the ocean lies the great
saint, recently disappeared in a mysterious battle that killed Kingdhonk of Goonitch, where geese and humanoids lived in
half of the people in the temple. At the same time, people perfect harmony... Until now. Recently, the Golden Egg of
have been disappearing in the city, and after they do, a Divinity has been stolen from the local Cathedral of the Great
domestic goose* eventually goes to their house in their Golden Goose, and from that moment the peace between
place. humanoids and goosekind was broken. The theft angered the
After some research, the characters can discover that this Mother of Gold, who is now laying her curses on the
is the doing of a megoosa* that recently established her lair Kingdhonk and driving several goose creatures crazy. Now,
nearby the city. The cursed monstrosity also has a chaos reigns everywhere.
honkimera* doing her bidding, which she deployed to kidnap The Egg was actually stolen by a honkraken, but was
the goose of the golden feathers: the megoosa knows that the bribed by the king himself to do so: he desires the Egg only
power of the golden goose can revert her transformations, for himself.
but doesn't dare to kill it because is too afraid of being cursed
again.
Embrace
the
Havonk
The Honkonomicon awaits you in all of its
dangerous, goosy glory with 80 pages of options
for DMs and characters.

The time of humanoids is over, the age of geese


has arrived.

Peace was never an option, so honk on.

For use with the fifth edition


Player's Handbook, Monster's Manual
and Dungeon Master's Guide.

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More creations by Paolo Davolio on
www.dmsguild.com

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