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Circle of The Honk

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Introduction Circle Spells

Your mystical connection to your goose circle infuses you


Backed into a corner in a dusty tavern, a bloodied bandit
with the ability to cast certain spells. At 3rd, 5th, 7th and 9th
stares in horror at the towering beast above him. He raises
level, you gain access to additional circle spells, detailed at the
his sword to strike, but is met with a flurry of feathers and a
end of this supplement.
serrated beak.
Once you gain access to a circle spell, you always have
An elderly woman tends to her garden before shrieking
it prepared, and it doesn't count against the number of
in panic as her watering can crashes to the floor. Turning
spells can you prepare each day. Though the spells do not
around, she catches a glimpse of a white tail and yellow feet
appear on the druid spell list, they are nonetheless a druid
vanishing around the corner, her gardening shears nowhere
spells for you.
to be seen.
A rugged adventurer winces as a heavy axe splinters their Circle Spells
shield and knocks them to the floor. A vicious troll bears Spell Levels Spells
down on the would-be hero, preparing for the final strike. 3rd illusory gander
The adventurer grins, ancient druidic magic tingling at their 5th elemental goose
fingertips before lunging towards the troll, their form now 7th hadar's harrowing honks
that of a monstrous, white-feathered water fowl. 9th gosling gaggle

Circle of the Honk Thieving Pecks


Starting at 6th level, when you hit a creature in goose form
Druids that follow the Circle of the Honk channel their with your beak attack, you can attempt to magically steal an
powers through the ferocity and hatred of the goose. Their object or weapon the target is carrying.
order gathers under forgotten bridges or hidden marshes The target creature must make a Strength or Dexterity
to share news or plan new attacks on nearby settlements. saving throw (their choice) vs your druid spell save DC.
Druids of this circle delight in sowing chaos and mistrust On a failure, the target takes 1d6 piercing damage and you
amongst the common folk that would encroach on their successfully steal the item. On a successful save, the target
sacred lands. takes half as much damage and you don't steal the item.
Unlike other druids, members of the Circle of the Honk When you successfully steal an item from a target, you
draw their druidic power from the fury of the honk itself, can use your reaction to immediately move up to half your
transforming themselves into various goose-kin creatures movement without provoking opportunity attacks.
to better harass their foes. Such creatures range from the If you are carrying an item in your beak, you can't use your
humble-but-aggressive pond goose to the unstoppable Thieving Peck again until you drop the item.
chaotic might of the gooseflayer. If the item is a melee weapon, you are considered
proficient with it for as long as it remains held in your beak,
Combat Goose Shape and can make melee weapon attacks with it in replace of
When you choose this circle at 2nd level, you gain the ability
your goose form's beak attack. If the weapon is magical,
to use Wild Shape on your turn as a bonus action, rather
you must first attune to it as normal in order to use its
than as an action.
other properties.
Additionally, you gain access to additional Wild Shape
You can use this feature a number of times equal to your
options, listed at the end of this supplement. You don't need
Wisdom modifier (minimum of 1), and only once per turn.
to have previously seen these new creatures to transform
You regain all expended uses when you finish a long rest.
into them, as the power of each of them resides within your
very being. Peace Was Never An Option
When you reach 10th level, you can't be charmed or
Circle Forms frightened.
The goosely spirit manifested by your circle grants you
In addition, while you are in goose shape you have
the ability to transform into a plethora of goose forms in
resistance to bludgeoning, piercing and slashing damage, and
addition to your other Wild Shapes, detailed at the end of
when you use your goose form's Honk action, creatures have
this supplement. Starting at 2nd level, you can use your
disadvantage on saving throws against it.
Wild Shape to transform into one of these forms that has
a challenge rating as high as 1, regardless of whether it is a Honk Of Defiance
beast or not (you ignore the max. CR column of the Beast Beginning at 14th level, when a creature you can see within
Shapes table, though if your goose form has a flying or 60 feet of you casts a spell or uses a feature that causes you to
swimming speed, you can't use those features until you reach make a saving throw, you can use your reaction to magically
the noted levels on the table). emit a defiant honk of fowlish fury in an attempt to interrupt
Starting at 6th level, you can transform into a goose form it. The target creature must make a Wisdom saving throw
with a challenge rating as high as your druid level divided by versus your druid spell save DC. On a failed save, the casting
3, rounded down. or feature fails and has no effect.
You can use this feature a number of times equal to your vanishes if it is ever more than 30 feet away from you, or
Wisdom modifier (minimum of 1). You regain all expended if you cast this spell again. The goose can interact with
uses when you finish a long rest. nonmagical objects that aren't being worn or carried,
but can't pass through walls, objects, terrain, or interact
Circle of the Honk Spells with creatures.
If a creature touches the goose, it fades away with a quiet
The spells listed below are listed by spell level. While honk. If a creature uses its action to examine the goose, it
these spells are intended for use only with the Circle of the can determine that the goose is an illusion with a successful
Honk subclass, they can also be available to conventional Intelligence (Investigation) check against your spell save
druids or other classes noted in the spell properties, at the DC. If a creature discerns the goose to be an illusion, the
DM's discretion. goose becomes faint to the creature.
You can use your action to control the illusory goose. You
Distracting Honk can use the goose to manipulate an object, emit a shrill honk
Cantrip audible out to 30 feet, open an unlocked door or container,
Casting Time: 1 action retrieve an item from a container, or spill the contents out
Range: 60 feet of a container.
Components: V The goose can't carry objects that weigh more than 40
Duration: Instantaneous pounds, and can only carry one object at a time. If an object
Class: Bard, Druid, Warlock, Wizard weighs more than 5 pounds, the goose drags it along the
You emit a magical honk at one creature within range. You floor instead of carrying it.
don't need to see the creature, only be aware of its presence
and know it is within range of the spell. If the target can Elemental Goose
hear you, it must succeed on a Wisdom saving throw or 3rd-level conjuration
take 1d6 thunder damage, and has disadvantage on the next Casting Time: 1 bonus action
ability check it makes before the end of its next turn. Range: 60 feet
This spell's damage increases by 1d6 when you reach 5th Components: V, S
level (2d6), 11th level (3d6), and 17th level (4d6). Duration: 1 minute
Class: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
Gooseberry You conjure an elemental spirit within range that takes
1st-level transmutation the form of a goose and lasts for the duration or until
Casting Time: 1 minute you cast this spell again. When the elemental appears,
Range: Touch choose one of the following damage types: acid, cold, fire,
Components: V, S, M (3 berries, which the spell consumes) lightning or thunder. The elemental assumes a visual
Duration: Instantaneous form representative of the chosen damage type. For
Class: Druid, Ranger, Warlock example, if you choose fire, the elemental might appear
You infuse 3 berries in your hand with fowlish magic. The as a flaming goose with eyes of coal and a body made of
berries retain this magic for 8 hours or until consumed, burning brimstone, or if you chose thunder, the elemental
after which point they vanish in a puff of feathers. A might appear as a crackling black cloud in the shape of a
creature can use its action to eat one berry. Eating a berry hissing goose head.
instills in the target a brief surge of goosely rage, granting When the elemental first appears, you can have it make
it a +1 bonus to attack rolls for 1 minute. For the duration, a melee spell attack against a creature within 5 feet of it,
the creature can speak only in honks, and can't concentrate using your spellcasting ability modifier. On a hit, the target
on spells. These effects end early if the creature hasn't creature takes 2d6 damage of the chosen type.
attacked a hostile creature since its last turn, or if it is As a bonus action on your turn, you can move the
knocked unconscious. elemental up to 25 feet and repeat the attack against a
Additionally, if a creature eats 3 or more berries within creature within 5 feet of it.
the same 24 hour window, it is magically transformed into a At Higher Levels: When you cast this spell using a spell
pond goose for 1 hour. After reverting, the creature is then slot of 4th-level or higher, the damage increases by 1d6 for
immune to the berry's effects for the next 24 hours. each level above 3rd.
Illusory Gander Hadar's Harrowing Honks
2nd-level illusion 4th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S, M (a small rubber duck)
Duration: concentration, up to 1 hour Duration: concentration, up to 10 minutes
Class: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard Class: Bard, Druid, Warlock, Wizard
You conjure an illusory silver goose in an unoccupied You point towards one creature you can see within range
point that you can see within range. The goose lasts for and force it to make a Wisdom saving throw or become
the duration or until you dismiss it as an action. The goose cursed for the duration of this spell.
While cursed, the target is assailed by debilitating Gosling Gaggle
ethereal geese that only they can see. When you cast this 5th-level conjuration
spell, choose one action for the geese to perform from the Casting Time: 1 action
following options: Range: 150 feet
• Whenever the target would be spoken to, either directly Components: V, S, M (a carton of eggs and a
or indirectly, the geese honk wildly, briefly deafening the goose feather)
target until the speech ends. Duration: concentration, up to 10 minutes
• The geese interpose themselves in front of the target Class: Druid, Ranger, Warlock, Wizard
and beat their wings. For the duration, the target has A honking, swarming gaggle of tiny flapping goslings
disadvantage on attack rolls and Wisdom (Perception) fill a 20-foot radius sphere centered on a point you choose
checks that rely on sight. within range. The sphere spreads around corners, and
• The geese attach themselves to the target's head and movement within the sphere's area is difficult terrain. You
magically cause the target to see all other creatures as geese can use your action to move the sphere up to 25 feet in a
for the duration of the curse. When a creature speaks, the direction you choose.
target hears a series of honks or hisses, even if a creature When the sphere appears, each creature in the area
communicates with the target telepathically. must make a Dexterity saving throw. A creature takes
The target sees other creatures as geese relative to their 6d6 piercing damage on a failed save, or half as much on a
original size, such as a Tiny goose if the creature is a rat, successful one. A creature must also make this saving throw
or a Medium goose if the creature is a human. The geese when it enters the spell's area for the first time on a turn or
retain their counterpart's equipment in whatever comical ends its turn there.
fashion the DM deems appropriate. At Higher Levels: When you cast this spell using a spell
• Whenever the target attempts to sleep or enter a slot of 6th level or higher, the sphere's radius increases by 5
meditative state such as with elves or warforged, the geese feet for each slot level above 5th.
honk and bite the target, shocking the target awake unless
the sleep was induced by a spell of 5th-level or higher. In Goose Forms
addition, spells of 4th-level or lower that would magically
put the target to sleep have no effect. Below are a collection of new goose forms for your druid
• When concentrating on a spell, the geese honk circle, in order of challenge rating. Some also feature
aggressively and swarm the target by biting at its ankles. lore, should you wish to add them into your campaign as
At the beginning of each of its turns, the target must make wandering monsters (or bosses!)
a Constitution saving throw versus your spell save DC to
maintain concentration. On a failure, their concentration
fails and the spell ends. Pond Goose
A remove curse spell ends this effect. At the DM's option, Small beast, unaligned
you may choose an alternative action for the geese to take, —
Armor Class 12
but it should be no more powerful than those described Hit Points 21 (6d6)
above. The DM has final say on a such a curse's effect. Speed 25 ft., fly 40 ft., swim 25 ft.
At Higher Levels: If you cast this spell using a spell slot —
of 5th level or higher, the duration is concentration, up STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 3 (-4) 11 (+0) 10 (+0)
to 8 hours. If you use a spell slot of 7th level or higher,
the duration is 24 hours. If you use a 9th level spell slot, —
Skills Perception + 2
the spell lasts until it is dispelled. Using a spell slot of Senses passive Perception 12
7th level or higher grants a duration that doesn't require Languages —
concentration. Challenge 1/4 (50 XP)

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

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

Honk (1/Day). The goose honks aggressively at one


creature it can see within 30 feet of it. The target creature
must succeed on a DC 11 Wisdom saving throw or be
frightened of the goose until the end of their next turn.
The Octogoose
Dire Goose A bloodthirsty beast, born of twisted magic that lurks in
Large beast, unaligned coastal caverns, attacking anyone unfortunate enough to
— come across it.
Armor Class 13 (natural armor) Aggressive Omnivores. Octogeese are quick and nimble
Hit Points 39 (6d10 + 6)
Speed 40 ft., fly 60 ft., swim 40 ft.
ambush predators that use their multiple legs to quickly catch
up to and overwhelm their prey. Octogeese are omnivorous,

STR DEX CON INT WIS CHA but prefer the taste of fish. Pods of octogeese have been
16 (+3) 14 (+2) 12 (+1) 4 (-3) 14 (+2) 11 (+0) known to surround small fishing vessels and batter them into
— submission before stealing any fish they may have collected
Skills Intimidation + 2, Perception + 4
for themselves.
Senses passive Perception 14
Languages — Malicious Hunters. Octogeese enjoy toying with their prey
Challenge 1 (200 XP) before going in for the final kill, using their webbed tentacles
— to bat their target around before plunging them head first
Fearless Fowl. The goose has advantage on saving throws into nearby water sources, attempting to drown them.
against being frightened.

Hold Breath. The goose can hold its breath for 10 minutes
while underwater. Octogoose
Large monstrosity, chaotic evil
Savage Attacker (1/Short Rest). When the goose rolls

damage for a melee weapon attack, it can reroll the Armor Class 12
attack's damage dice and use either total. Hit Points 52 (8d10 + 8)
Speed 20 ft., swim 60 ft.
Actions —
STR DEX CON INT WIS CHA
Multiattack. The goose makes two beak attacks. 15 (+2) 14 (+2) 13 (+1) 4 (-3) 15 (+2) 7 (-2)
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one —
target. Hit: 7 (1d8 + 3) piercing damage. Skills Intimidation + 2, Perception + 4, Stealth +6
Senses darkvision 60ft, blindsense 10 ft., passive
Honk (1/Day). The goose emits a terrifying honk in a Perception 14
15-foot-radius sphere. Creatures that can hear the goose Languages —
and are aware of it must make a DC 12 Wisdom saving Challenge 1 (200 XP)
throw or be frightened of the goose for 1 minute. —
Amphibious. The octogoose can breath both air and water.

Cavern Camouflage. The octogoose has advantage on


Dexterity (Stealth) checks made while underwater
or in caves.

Aggressive. The octogoose can move up to half its


movement towards a creature it can see as a bonus action
on its turn.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

Webbed Tentacles. Melee Weapon Attack: +4 to hit, reach


10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If
the target is a Medium or smaller creature it is grappled
(escape DC 16). Until this grapple ends, the target is
restrained, and if the octogoose uses its tentacles to
attack another target, the grappled target takes additional
bludgeoning damage equal to half the damage dealt. The
octogoose can only grapple one creature at a time.

Honk of Feathers (1/Day). The octogoose emits a magical


honk and exudes a cloud of black feathers in a 20-foot
radius sphere centered on itself. The area is heavily
obscured for 1 minute, but can be dispersed by a
strong wind if above ground, or a significant current if
underwater. A creature that begins its turn in the area
must make a DC 13 Constitution saving throw or spend
its action choking on the mass of feathers. A creature
that is holding its breath or has its mouth covered
automatically succeeds on this saving throw.
The Poltergoose
A troublesome avian spirit often found terrorizing small Poltergoose
fishing villages, the poltergoose is a frustrating foe to face for Medium undead, chaotic evil
an unprepared adventurer. —
Armor Class 13
Malice and Menace. The poltergoose is a creature of pure Hit Points 32 (8d8)
hatred and menace. When first encountered, the poltergoose Speed 0 ft., fly 40 ft. (hover)
assails its victims with fish which it telekinetically plucks —
from nearby waters. Should its target stand its ground, the STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 7 (-2) 11 (+0) 15 (+2)
poltergoose quickly changes tactics, picking up its foes and
slamming them repeatedly into nearby objects, or holding —
Saving Throws Wis +2, Cha +4
them underwater in an attempt to drown them. Skills Intimidation + 4
Bound Spirits. Like other ghosts, the poltergoose often Damage Resistances acid, fire, lightning, thunder;
haunts a location or individual responsible for its untimely bludgeoning, piercing and slashing from
death, though wandering poltergoose also attach themselves nonmagical attacks
to unknowing individuals in order to travel great distances, Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
or sow unprovoked chaos. grappled, paralyzed, poisoned, prone, restrained
Rage Unending. While conventional ghosts can be Senses darkvision 60 ft., passive Perception 10
controlled by wizards or sorcerers, poltergeese can't be Languages —
magically subdued into obedience. However, a poltergoose Challenge 2 (450 XP)
will enter freely into a limited-time servitude, should a —
Incorporeal Movement. The poltergoose can move through
creature prove themselves to be an ally of the poltergoose's
other creatures and objects as if they were difficult terrain.
destructive behaviour, or provide the poltergoose with a It takes 5 (1d10) force damage if it ends its turn inside
particularly unique treasure an object.
Undead Nature. A poltergoose doesn't require air, food,
drink or sleep. Invisigoose (2/Day). The poltergoose can use its action
to turn invisible. It remains invisible for 1 hour, or until it
ends it as a bonus action, makes a Beak attack, or takes
radiant damage.

Turn Immunity. The poltergoose is immune to effects that


would Turn undead.

Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) necrotic damage.

Telekinetic Honk. The poltergoose honks at a creature or


unattended object within 30 feet of it. A creature must be
Medium or smaller to be affected. Objects targeted can
weigh up to 150 pounds. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be hurled
up to 30 feet in a direction of the poltergoose's choosing,
including upwards. If the creature comes into coming
with a hard surface or heavy object, the target creature
takes 1d6 bludgeoning damage per 10 feet moved. If
the target is an object that isn't being worn or carried,
the poltergoose hurls it up to 30 feet in any direction. If
this would come into contact with a creature, it must
succeed on a DC 13 Dexterity saving throw or take 1d6
bludgeoning damage per 10 feet the object moved and be
knocked prone.
The Goosilisk
A magical offshoot of the menacing basilisk, this murderous Goosilisk
creature transforms its foes into harmless pond geese, Medium Monstrosity, unaligned
keeping them in stony cages for its next meal. —
Waterborne Hunters. Goosilisks thrive in aquatic locations, Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
and can be found scattered around environments regardless
Speed 25 ft., swim 25 ft.
of temperature. Goosilisks are most often found lurking in
marshlands or lakes. —
STR DEX CON INT WIS CHA
Become Goose. The goosilisk shares a similar supernatural 17 (+3) 11 (+0) 15 (+2) 2 (-4) 8 (-1) 8 (-1)
feature to that of its basilisk kin, but doesn't have the ability —
to turn its prey to stone with a gaze. Instead, a creature Skills Intimidation +5, Stealth +3
Senses darkvision 60 ft., passive Perception 9
unfortunate enough to catch the goosilisk's beady eyes Languages —
might find themselves subject to a low, gutteral honk, which Challenge 3 (700 XP)
transforms them into a harmless pond goose. The creature —
rarely gets time to adapt or understand its new form before Goosifying Honk (3/Day). If a creature starts its turn within
the goosilisk lunges at them with a fearsome savagery, the 30 feet of the goosilisk and the two of them can see
each other, the goosilisk can use its reaction to force the
new creature now a perfect, feathery meal.
creature to make a DC 14 Wisdom saving throw if the
Valuable Blood. A goosilisk's blood is highly prized in goosilisk isn't incapacitated. On a failed save, the creature
alchemical concoctions, and is said to retain some of the magically begins to sprout feathers and is restrained. It
goosilisk's polymophic properties. In times of war, goosilisk must repeat the saving throw at the end of its next turn.
blood is manufactured into fragile bottles and thrown into On a success, the effect ends. On a failure, the creature
enemy lines using slings. Upon impact, the potion shatters, is transformed into a pond goose (see earlier in this
supplement) until freed by the greater restoration spell
emitting a sudden burst of gaseous liquid that, if inhaled,
or other magic. Any items the creature was wearing or
mimics the creature's goosifying properties for a short time. carrying fall to the ground in its space, and if the creature
While these effects are only temporary, a goose-vial assault dies while transformed, it remains in that form and
can quickly turn the tide of a close battle, sowing confusion doesn't revert.
and panic amidst soldiers as their regiments transform into
Wounded Fury. While it has 25 hit points or fewer, the
squawking, flustered water fowl.
goosilisk has advantage on attack rolls. In addition, it
deals an extra 3 (1d6) damage to any target it hits with a
melee attack.

Actions
Multiattack. The goosilisk makes two beak attacks.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (2d6 + 2) piercing damage.
The Golden Dragoose
Golden Dragoose The golden dragoose is a coastal dwelling dragon that feeds
Large dragon, chaotic good primarily on small fish. Their fur is said to retain some of the
— dragon's magical properties when woven into fabric, leading
Armor Class 17 (natural armor)
many to attempt to hunt the beast for its hide, much to their
Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft., swim 60 ft. own detriment.
Lakeside Loungers. Golden dragoose love nothing more

STR DEX CON INT WIS CHA than to lounge around lakes, soaking up the sun on a
19 (+4) 13 (+1) 17 (+3) 12 (+1) 12 (+1) 15 (+2) warm summer's day. On particularly hot days, golden
— dragoose can be seen floating on the cool waters with their
Saving Throws Dex +3, Con +5
Skills Intimidation +5, Perception +4
wings outstretched, their golden fur shimmering in the
Damage Immunities fire bright sunlight.
Senses blindsight 10 ft., darkvision 60 ft., passive Collectors of Feathered Friends. When building its hoard,
Perception 14 a golden dragoose opts for living treasures, rather than
Languages Draconic mundane or magical items, though it sometimes also takes
Challenge 4 (1,100 XP)
simplistic items out of curiosity, such as brass bells or
— wooden doorknobs. These living treasures take the form
Amphibious. The dragoose can breathe air and water.
of various water fowl or forest dwelling creatures, which
Fearless Fighter. When the dragoose attacks a creature, it the golden dragoose carefully plucks from regions it flys by,
gains immunity to the frightened condition until the start sometimes over 50 to 100 miles away. The creatures in the
of its next turn.
dragoose's menagerie rarely wander far from the dragoose's
lakeside home, though if they do, the dragoose is usually far
Actions too lazy to bother searching for them.
Multiattack. The dragoose makes two beak attacks.
Enemy of Evildoers. While aloof and lazy, it isn't
Beak. Melee Weapon Attack: +6 to hit, range 5 ft., one uncommon to see collections of golden dragoose flock
target. Hit: 9 (1d10 + 4) piercing damage, plus 3 (1d6) to sites of great evil, such as the battleground of a lich's
fire damage. undead army or murderous pirate ships out at sea, should
word of the evil there reach their ears. Upon arriving, the
Fowlish Presence. Each creature of the dragoose's choice
that is within 60 feet of the dragoose and aware of it must
dragoose beset their enemies with deafening honks and
succeed on a DC 14 Wisdom saving throw or become gouts of flame, incinerating weaker beings while carrying
frightened for 1 minute. A creature can repeat the saving away any innocents caught in the crossfire to safety -
throw at the end of each of its turns, ending the effect sometimes even deciding they're valuable enough to join
on itself on a success. If a creature's saving throw is its mystical menagerie, regardless of whether the creature
successful or the effect ends for it, the creature is immune
wants to or not.
to the dragoose's Fowlish Presence for the next 24 hours.

Honk of Fiery Fury (Recharge 5 - 6). The dragoose honks


furiously, exhaling gout of fire in a 30-foot cone. Each
creature in that area must make a DC 14 Dexterity saving
throw, taking 17 (5d6) fire damage on a failed save, or half
as much damage on a successful one.
The Gooseflayer
The result of excessive mindflayer experiments, the Gooseflayer
gooseflayer is a fearsome psionic foe that acts as a waterborne Small aberration, lawful evil
scout for illithid colonies. —
Armor Class 15 (natural armor)
Potent Psionics. Through various experiments deep in
Hit Points 81 (18d6 + 18)
the heart of an illithid colony, the gooseflayer's honk has Speed 25 ft., fly 40 ft (hover)., swim 25 ft.
been amplified with psionic might, granting it the ability to

STR DEX CON INT WIS CHA
manifest spells to better aid its masters.
Mischievous and Maniacal. The gooseflayer is an inherently 9 (-1) 13 (+1) 12 (+1) 17 (+3) 16 (+3) 17 (+3)
evil creature, using its psionics to disrupt trading vessels, —
Saving Throws Int +6, Wis +6, Cha +6
or uproot trees to crush unfortunate passerby. Many Skills Arcana + 6, Deception +6, Insight +6, Intimidation
adventurers have mistaken the gooseflayer to be simply a +6, Perception +6, Stealth +6
strange experiment-gone-wrong, approaching the creature Condition Immunities frightened
with curiosity instead of caution. Before the unfortunate Senses darkvision 60 ft., passive Perception 13
adventurers have time to react, the gooseflayer quickly Languages telepathy 60 ft.
Challenge 5 (1,800 XP)
lunges forward and unleashes a devastating honk, capable of
shattering the mind and sending even the toughest of beasts —
Magic Resistance. The gooseflayer has advantage on saving
reeling backwards in shock. throws against spells or other magical effects.
Stubborn Minds. While gooseflayers are created from the
machinations of mindflayers, they're dogged stubbornness Innate spellcasting (Psionics). The gooseflayer's innate
spellcasting ability is Intelligence (spell save DC 14),
makes them difficult pets to control for long periods of
It can innately cast the following spells, requiring
time. Most mindflayers end up exhausted from the constant no components:
telepathic honks when ordering
gaggles of gooseflayers to do its bidding, and At will: detect thoughts
only create as many gooseflayers as the colony 2/day: hold person, levitate
1/day each: telekinesis
needs. It is a powerful mindflayer indeed, that
is capable of steering a flock of gooseflayers
Actions
towards its target effectively. When an
Multiattack. The gooseflayer makes two mind beak attacks.
adventurer discovers more than a few
gooseflayers in a region at once, it's a telltale Mind Beak. Ranged Weapon Attack: +6 to hit, range 30 ft.,
sign multiple mindflayers - or perhaps even a one target. Hit: 13 (3d6 + 3) psychic damage.
colony - is at work close by.
Psychic Honk (Recharge 5 - 6). The gooseflayer magically
emits a psychic honk in a 60-foot cone. Each creature
in the area must succeed on a DC 14 Intelligence saving
throw or take 24 (6d6 + 3) psychic damage and be
stunned for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
ends this effect.
Begander 6. Conflagrating Honk. The target briefly bursts into green
Medium aberration, chaotic evil flames. The target must make a DC 15 Dexterity saving
throw. It takes 21 (6d6) fire damage on a failed save, or
— half as much on a successful one.
Armor Class 16 (natural armor)
Hit Points 75 (10d8 + 30) 7. Goosifying Honk. The target must make a DC 15
Speed 0 ft., fly 40 ft. (hover), swim 40 ft. Wisdom saving throw. On a failed save, the creature
magically begins to sprout feathers and is restrained. It

STR DEX CON INT WIS CHA must repeat the saving throw at the end of its next turn.
10 (+0) 11 (+0) 17 (+3) 7 (-2) 16 (+3) 15 (+2) On a success, the effect ends. On a failure, the creature
is transformed into a pond goose (see earlier in this
— supplement) until freed by the greater restoration spell
Saving Throws Int +1, Wis +6
Skills Intimidation +5 or similar magic. Any items the creature was wearing or
Damage Resistances bludgeoning, piercing and slashing carrying fall to the ground in its space, and if the creature
damage from nonmagical attacks dies while transformed, it remains in that form and
Condition Immunities frightened doesn't revert.
Senses darkvision 60 ft., passive Perception 13 8. Force Honk. If the target is a creature, it must
Languages Deep Speech succeed on a DC 15 Strength saving throw or be hurled
Challenge 6 (2,300 XP) up to 30 feet in a direction of the begander's choice
(including upwards), landing prone. If the creature comes
— into contact with a hard surface or heavy object, the
Goosely Foresight (1/Day). When a creature within 60
feet of the begander makes an attack roll, ability check or target creature takes 1d6 bludgeoning damage per 10
saving throw, the begander can spend its reaction to roll feet moved.
a d8 and adding or subtract the number rolled from the
creature's total. The Begander
Magic Resistance. The begander has advantage on saving A begander is a lesser beholder formed from the dreams of
throws against spells and other magical effects. a beholder or death tyrant, usually after being attacked or
harassed by a flock of geese as it scouts for a new location for
Actions its lair. Once born, a begander quickly leaves to find its own
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one
isolating lair, its inherent xenophobia just as potent as that
target. Hit: 14 (4d6) piercing damage.
of its creator. From here the begander schemes and plots the
Honk. The begander emits two magical honks from its downfall of mortalkind - and the rise of the goose!
goose heads, choosing targets it can see within 60 feet of Multiple Heads. Unlike other beholders, instead of eye
it. It can't choose the same honk twice in succession. stalks, the begander has eight distinct heads, attached to its
1. Paralyzing Honk. The targeted creature must succeed
feathered form by long necks. The heads each have a distinct
on a DC 15 Constitution saving throw or be paralyzed magical honk, similar to a conventional beholder's eye rays.
for 1 minute. The target can repeat the saving throw at Whenever one head is asleep, another is awake. Even as the
the end of each of its turns, ending the effect on itself on begander dreams, it has at least two heads awake at a time,
a success. though they're usually too busy honking at each other to pay
2. Confusing Honk. The targeted creature must succeed
much attention to their surroundings.
on a DC 15 Wisdom saving throw or be unable to take
reactions for 1 minute. In addition, the target must roll There Can Be Only One. Like all beholders, the begander
a d10 at the start of each of its turns to determine its views itself as the first and last of its kind. If two beganders
behavior for that turn. encounter one another, it almost always erupts in conflict.
1: The creature uses all its movement to move in a random
direction. To determine the direction, roll a d8 and a
assign a direction to each die face.
2-6: The creature doesn't move this turn.
7-8: The creature uses its action to make a melee attack
against a randomly determined creature within its reach. If
there is no creature within its reach, the creature instead
targets themselves.
9-10: The creature can move and act normally.
The target creature can attempt the saving throw again at
the end of each of its turns, ending the effect on itself on
a success.
3. Frightening Honk. The targeted creature must succeed
on a DC 15 Wisdom saving throw or be frightened for
1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on
a success.
4. Thundering Honk. The targeted creature must make a
DC 15 Constitution saving throw, taking 21 (6d6) thunder
damage on a failed save, or half as much damage on a
successful one.
5. Cursing Honk. The target must succeed on a DC 15
Wisdom saving throw or become cursed for 1 minute.
While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it wastes
its action that turn doing nothing. A remove curse spell
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