Innate Spellcasting. The goose’s innate spellcasting ability is Wisdom (spell save DC 19). It can cast the following spells, requiring no components.
At-will: misty step
3/day: dimension door, plane shift
Legendary Resistance (5/Day). If the goose fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The goose can’t be affected or detected by spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The goose’s attacks are magical.
Pursuit Predator. As a bonus action, the goose selects a quarry. The goose knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. While the goose has a quarry, it gains the following benefits:
The goose does not require air, food, drink, or sleep, and it is immune to the effects of exhaustion.
If damage reduces the goose to 0 hit points, it must make a Constitution saving throw with a DC of 14. On a success, the goose drops to 1 hit point instead.
The goose gains a +10 bonus to its attack rolls against its quarry.
Regeneration. The goose regains 50 hit points at the start of its turn if it has at least 1 hit point.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Honk (Recharge 6). The goose screams a loud “HONK!”. Each creature within 120 feet of the goose that can hear it must make a DC 17 Constitution saving throw. A creature immune or resistant to thunder damage automatically passes its saving throw. On a failed saving throw, a target takes 70 (20d6) thunder damage and is paralyzed for 1 minute. A paralyzed creature can repeat its