Big Goose
Huge beast (Barbarian), chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 94 (9d12+40)
- Speed 30 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 18 (+4) 5 (−3) 7 (−2) 7 (−2)
- Skills Intimidation +4
- Senses darkvision 120 ft., passive Perception 8
- Languages -
- Challenge 4 (8 while in fury)
Berserker Fury (2/day). As a bonus action, the Big Goose can go into a berserker fury. While in this berserking fury the Giant Goose gains the following advantages:
- The Big Goose has advantage on Strength checks and Strength saving throws.
- The Big Goose gains a +2 bonus to the damage rolls when using a melee weapon.
- The Big Goose has resistance to bludgeoning, piercing, and slashing damage.
- The Big Goose can make a single melee weapon attack as a bonus action
- The Big Goose can't be charmed or frightened while raging. If the Big Goose is charmed or frightened when he enters his berserking fury, the effect is suspended for the duration of the rage
- If the Big Goose drops to 0 hit points while in a berserking fury and doesn't die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. After 24 hours, the DC resets to 10.
The Berserker Fury lasts for 1 minute. It ends early if the goose is knocked Unconscious or if the goose's turn ends and it haven't attacked a Hostile creature since last turn or taken damage since then. It can also end his fury on it's turn as a Bonus Action.
Reckless Attack. At the start of his turn, the goose can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage, or 16 (2d10 + 5) while enraged.
Thunderous Honk (Recharge 5-6). The Big Goose emits a powerful honk in a 30-foot cone. Each creature in that area must make a DC 15 Constituition saving throw,taking 22 (4d10) thunder damage and it is deafened for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.
Legendary Actions
You can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. You regain spent legendary actions at the start of your turn.
Bite. The Big Goose makes a Bite attack.
Wing Attack (Costs 2 Actions). The Big Goose beats its wings. Each creature within 10 feet of the goose must succeed on a DC 15 Dexterity saving throw or take 10 (2d6+3) bludgeoning damage and be knocked prone. The Goose can then fly up to half its flying speed.