Honkonomicon
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
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.
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
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
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.
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
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.
Feathered Ooze
Medium Ooze (Goose), Unaligned
Armor Class 10
Hit Points 45 (6d8 + 18)
Speed 10 ft., climb 10 ft.
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
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.
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.
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.
Skills Perception +2
Senses passive Perception 17
Languages —
Challenge 0 (10 XP) Proficiency Bonus +2
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).
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.
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.
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.
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
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)
www.facebook.com/echidnadesign
More creations by Paolo Davolio on
www.dmsguild.com