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Honk!

The adventure module 'Honk!' by Edwin Dijkshoorn revolves around a town called Flockwood, where a wizard's creation, the Goose Hydra, is terrorizing local goose trappers. Players must investigate the disappearances of the trappers, navigate treacherous wetlands, and confront the Goose Hydra while interacting with quirky characters like BoJim the Ogre and Elanth Dane, the innkeeper. The module includes various challenges, treasures, and a humorous tone, making it a unique Dungeons & Dragons experience.

Uploaded by

Alvaro Bermudez
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
9 views12 pages

Honk!

The adventure module 'Honk!' by Edwin Dijkshoorn revolves around a town called Flockwood, where a wizard's creation, the Goose Hydra, is terrorizing local goose trappers. Players must investigate the disappearances of the trappers, navigate treacherous wetlands, and confront the Goose Hydra while interacting with quirky characters like BoJim the Ogre and Elanth Dane, the innkeeper. The module includes various challenges, treasures, and a humorous tone, making it a unique Dungeons & Dragons experience.

Uploaded by

Alvaro Bermudez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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v0.

8 (beta) by Edwin Dijkshoorn


HONK!
Disclamer
Playing this module is at the GM and players' own risk. The author of this adventure does not accept responsibility for any side
effects including but not limited to:
Any form of Anatidaephobia, broken bones, head trauma, emotional distress or mosquito bites.

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 2021 by Edwin Dijkshoorn and published under the Community Content
Agreement for Dungeon Masters Guild.
HONK!

A
wizard has created an abomination! The tiny town of Flockwood is losing its goose trappers, and the local lord's
supply of geese-based delicacies is dwindling fast.

Starting the adventure Gathering information


The once-esteemed wizard Ungurlf created a monster, the While in Flockwood the players can talk to the locals and get
mighty Goose Hydra, this five-headed monstrosity turned on directions to the goose-traps where the trappers have gone
his creator leaving his tower in ruins. Now it lairs at the missing as well as the location of two other places of interest;
northern edge of Longlake, killing the goose trappers from BoJims cabin and Ungurlf 's Tower.
the village Flockwood who make a living off the seasonal The players can make a Charisma(Persuasion) check if
inrush of geese. The villagers are unaware of the Goose they engage with the locals further.
hydra and wild rumors are spreading. Check
The lord of the land has dispatched a group of adventurers Result
(The players) to investigate the matter. The adventure begins 5 For a few months, trappers traveling to the goose-
as they enter the town of Flockwood traps in Longlake have gone missing.
Traps have been destroyed.
Flockwood The geese have been unusually bold and
Flockwood lies in the middle of the wetlands, a swampy area aggressive.
riddled with forests, lakes, pools, and ponds. Every year in Some people believe BoJim the giant has
spring large flocks of geese descend upon the lakes to feed something to do with the trappers disappearing.
and raise their young. 15 Nothing has been heard of Ungurlf the local wizard
since the troubles began.
Your adventure begins as you arrive in the middle of the
BoJim is a large fellow best not to anger him.
wetlands in the little town of Flockwood. The town's geese
trappers have been going missing, and the lord of the land has 20 Navigating the wetlands is difficult, a few of the
locals have excellent tips on avoiding the natural
tasked you to saveguard his foie gras (and perhaps find the hazards in the swamps.
trappers). +5 on Wisdom(Survival) checks in the swamps.
The weather is gloomy this time of year and an almost
continuous drizzle descends from the air. Gray faces with Persons of note
haunted eyes greet you as you approach the town's only inn. A steely gray stare meets you from across the room when you
The weathered sign, depicting a goose with a spoon in its enter the inn. Elanth Dane is a 62-year-old female halfling
beak, identifies it as The Feathery Fowl. brewer and innkeeper. Her husband Norbit Dane is one of the
trappers that have gone missing. Elanth is the head of an
underground network that smuggles goose produce to
markets across the land, avoiding the Lord's taxes. As the
proprietor of the only inn in town, she secretly runs
Flockwood right under the self-absorbed nose of major
Davan Green. If the players talk to her she offers gold in
return for news of her husband's faith.
A portly human male in his late fifties with a self-important
look on his greasy face approaches you. Major Davan Green
thinks himself a minor lord and a big step up from lowly
adventures. He is dismissive of the players and already
'knows' the disappearances are the work of BoJim the Giant.

3
Navigating the wetlands

Traveling through the wetlands is tedious and tiring. On their


way to Longlake the travelers will encounter the ruins of
Ungurlf 's tower and BoJim’s cabin. For traveling between
each point the players must succeed on a Wisdom(Survival)
check DC 10 or suffer one level of exhaustion.
Walking the wetlands is a grueling ordeal. Mosquitos are thick
in the air, the swamp smells like an gnoll's armpit, and every
step brings the risk of falling head over into a hidden pool of
stagnant water. The wet saturates everything from boot to coat
making your gear feel twice as heavy.

4
Wizard Tower Swarm of fire-
In his thirst for fame and knowledge Ungurlf the wizard has
gone too far with his experiments, the only thing left of his
work are the ruined remains of his once-proud tower.
breathing chickens
Huge swarm of Tiny beasts, unaligned
Ungurlf's last experiment created the monstrous Goose
Hydra tormenting the villagers. One of his side projects, a Armor Class 13 (natural armor)
flock of fire-breathing chickens, attack the players as they Hit Points 66 (12d12 - 12)
enter the courtyard. Speed 30 ft., fly 20 ft.

A ruined tower stands in an overgrown courtyard, the top floor STR DEX CON INT WIS CHA
completely open to the elements. Broken stones and
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)
fragments of furniture litter the area. The beady eyes of a huge
flock of chickens stare at you from the remains of a burned
Damage Resistances bludgeoning, piercing, slashing
coop. Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
After the battle, the players can search the ruins. A successful stunned
Intelligence(Investigation) check DC 15 reveals: Senses passive Perception 11
Languages —
345 GP Challenge 6 (2,300 XP)
388 SP
An odd but surprisingly extensive selection of cheap spell Swarm. The swarm can occupy another creature's
components space and vice versa, and the swarm can move
Two gems worth 500 GP each. through any opening large enough for a Tiny
Fragments of several books about birds. chicken. The swarm can't regain hit points or gain
A wand of fireballs (see DMG) with four charges left. temporary hit points.
Swarm heat. Any creature that starts its turn in the
swarm's space takes 5 (1d10) fire damage.

Actions
Multiattack. The Chicken swarm can use the pecking
attack on any creature in its space.
Pecking. Melee Weapon Attack: +8 to hit, reach 5
ft., one target in the swarm's space. Hit: 7 (2d6)
piercing and 7 (2d6) fire damage, or 3 (1d6)
piercing and 3 (1d6) fire damage if the swarm has
half of its hit points or fewer.

by: Edwin Dijkshoorn

5
BoJim’s Cabin BoJim the Ogre
In a clearing stands a large log cabin thatched with gold- Large giant, chaotic nutral
colored straw, it is clearly the home of a large creature as
Armor Class 11 (hide armor)
evidenced by the front door which is almost 10 feet high and
Hit Points 133 (14d10 + 56)
6 feet wide. An upbeat melody, played on some kind of sting Speed 40 ft.
instrument, fills the air, the intricate rhythm coming from
somewhere behind the house.
STR DEX CON INT WIS CHA
In the backyard of the cabin sits a big-bellied ogre in bright
green overalls humming a tune and strumming on a huge 21 (+5) 8 (-1) 18 (+4) 5 (-3) 7 (-2) 7 (-2)
banjo. Every once in a while he stops his performance to stir
and critically examine the contents of a huge pewter pot, Saving Throws Str +7
Senses darkvision 60 ft., passive Perception 8
which emits the delightful evocative smell of an expertly made Languages Common, Giant
fish stew. The wall of the cabin is home to a bewildering array Challenge 2 (450 XP)
of nets and other fishing gear as well as numerous implements
for woodworking, among them a two-handed axe. Actions
Greataxe. Melee Weapon Attack: +8 to hit, reach 5
BoJim is very smart (for an ogre). Unfortunately, he also has ft., one target. Hit: 17 (3d8 + 4) slashing damage.
the short temper his kind is famous for. If the players insult
him, harm his chickens or damage his property he is likely to Huge banjo. Melee Weapon Attack: +8 to hit, reach
go into a rage unless the players bribe him with gold or gems. 5 ft., one target. Hit: 7 (2d6) damage.
If however the players treat him with respect and don't use
too many difficult words he will offer them a bowl of his stew
and share his knowledge of the wetlands.
There is a large cave at the end of the lake. The strange
monster that is attacking the villagers probably has its lair
there.
He has seen the shadow of the monster at night when it
flew over his house.
You can follow the red lilies which grow in shallow water
to navigate the lake on foot.

BoJim's Stew
BoJim's stew is mixed with rare herbs found
around the lake. If a player eats a bowlful her hit-
points and hit-point maximum increases by 5 until
the end of her next long rest.

by: Edwin Dijkshoorn

6
Getting to the other side of the lake is a perilous journey that
Longlake normally takes 7 hours, the players must succeed on a
The green waters of Longlake are congested with lilies and Wisdom(Survival) check DC 12 or suffer one level of
geese, the latter honking as the players' approach. To exhaustion. (Using a raft or following the red lilies, adds a +5
navigate the lake players can wade through, or try to build so bonus to the roll).
kind of raft. Swimming is impossible because of the dense The Goose Hydra knows the players are coming from the
underwater vegetation. honking of geese in the lake. It is very territorial and will
Long before you see it, the honking of thousands of geese
attack as soon as the players enter its domain.
tells you that you are nearing Longlake. When you see it the From the shadows of the cave entrance sounds an ear-splitting
waters are a mass of white and red lilies. Geese are Honk. You watch in horror as an abomination, unlike anyone
everywhere, on the shores guarding their nests, in the water has ever seen, waddles into view. A huge feathered body
foraging, or flying from one patch of water to another. supported by 4 flippered feet is topped by five long-necked
goose heads, each one of them is hissing menacingly at you.

Goose Hydra Reactive Heads. For each head the goose hydra has
beyond one, it gets an extra reaction that can be used
Huge monstrosity, unaligned
only for opportunity attacks.
Armor Class 15 (natural armor) Wakeful. While the goose hydra sleeps, at least one of
Hit Points 172 (15d12 + 75) its heads is awake.
Speed 30 ft., fly 60 ft., swim 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The goose hydra makes as many bite or
HONK attacks as it has heads.
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Skills Perception +8 target. Hit: 10 (1d10 + 5) piercing damage.
Senses darkvision 60 ft., passive Perception 18 HONK (Recharge 5/6). The Goose Hydra lets out a
Languages — thunderous honk in a 30-foot cone. Each creature in
Challenge 9 (5,000 XP) that area must make a DC 16 Constitution saving
throw. A creature takes 2d4 thunder damage on a
Multiple Heads. The goose hydra has five heads. While failed save and is deafened until the goose hydra's next
it has more than one head, the goose hydra has turn. On a successful save, it takes half as much
advantage on saving throws against being blinded, damage and isn’t deafened.
charmed, deafened, frightened, stunned, and knocked (After every HONK roll a d6 if you roll a 5 or a 6 the
unconscious. HONK recharges)
Whenever the goose hydra takes 25 or more damage
in a single turn, one of its heads dies. If all its heads die, Wing Attack. The goose hydra beats its wings. Each
the goose hydra dies. creature within 20 ft. of the goose hydra must succeed
At the end of its turn, it grows two heads for each of on a DC 16 Dexterity saving throw or take 10 (3d6)
its heads that died since its last turn, unless it has bludgeoning damage and be knocked prone. The goose
taken fire damage since its last turn. The goose hydra hydra can then fly up to half its flying speed.
regains 10 hit points for each head regrown in this
way.

7
Goose Hydra Lair

If the players survive the encounter with the Goose hydra


they can examine its nest. Among many fish bones, they Aftermath:
discover the remains of the trappers. One lucky survivor has If the players return Norbit to Flockwood. They are greeted by
hidden between the branches of the nest. After some a happy Elanth Dane who rewards them for their valor. She
consolation by the party he identifies himself as Norbit Dane. also gives them a selection of their finest, goose meat, down
They also find: pillows and foie gras to give to the Lord this will surely raise
Several solid gold chains worth 3000GP (Used by Ungurlf you in his esteem.
in the ritual to create the Goose hydra)
3 gem encrusted eggs worth 500 GP each.

8
About this adventure Disclaimer
This is my first foray into the world of adventure module English is my second language and I'm dyslectic, so if you
making. Altho I have been a DM for years I have never sat come across spelling or grammatical errors please feel free
down and written down an adventure in this kind of format. I to point them out to me.
hope you enjoy it. [email protected]
This all started with a contest on the patron page of MZ4250, Appendix
a wonderful 3D-artist who models D&D monsters and For those people who would like to play HONK! at higher
characters for people to print on their 3D printer. The contest levels: The following pages contain statblocks for the Goose
was: Who can think of the silliest model for Miguel to make. Hydra (Honkdra) by MZ4250 patron Lord of Eat
The winner was the Goose Hydra. This model was so much
fun and has so much potential for a hilarious session of
roleplaying, I decided to create an adventure and share it with Thanks!
the rest of the community. I would like the following people for proof reading and
helping me fix errors.
The rest, as they say, is history.
Lord of Eat
links Brandon H.
Matthew H.
A link to MZ4250's patron page:
https://www.patreon.com/mz4250/ Versions
Free 3D model of the Goose Hydra:
https://www.prusaprinters.org/prints/65437-goose-hydra v0.3
Swarm of fire breathing chickens are now beathing fire,
not breeding fire.
v0.4
Fixed some gramatical errors
Added label for Longlake to the map
Fixed Swarm of fire breathing chickens statblock
v0.5
Added version history
Added pictures of MZ4250''s goose hydra
Added page numbers
v0.6
Tweaked the DCs for survival in the wetlands.
Changed Beaks to Pecking in the Fire-breathing chicken
statblock.
Added stats for higher-level play
Credit: MZ4250 Several minor textual changes
v0.7
Added legal page.
v0.8
Fixed wrong ability for survival.
Fixed spelling errors in gathering information
Added thank you section

Credit: MZ4250

The wonderful tool homebrewery that formatted the story


for me https://homebrewery.naturalcrit.com/

9
Honkdra Legendary Resistance (3/day). If the Honkdra fails a
saving throw, it can choose to succeed instead.
Huge monstrosity, Chaotic Neutral

Armor Class 20 (natural armor) Actions


Hit Points 264 (23d12 + 115) Multiattack. The Honkdra makes as many Engulfing Bite
Speed 60 ft., fly 120 ft., swim 60 ft. or Swallow attacks as it has heads.
Engulfing Bite. Melee Weapon Attack: +10 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 10 (1d6 + 7) Piercing damage.
20 (+5) 24 (+7) 20 (+5) 14 (+2) 14 (+2) 10 (+0) In addition, any Medium or smaller creature must
succeed on a 17 dexterity saving throw or be grappled.
Saving Throws Str +10, Dex +12, Con +10 Swallow. The Honkdra makes one bite attack against a
Skills Perception +12 Medium or smaller creature it is grappling with that
Damage Vulnerabilities fire head. If the attack hits, the target takes the attack
Damage Resistances poison, psychic; bludgeoning, damage as bludgeoning damage and is swallowed.
piercing, and slashing from nonmagical attacks While swallowed, a creature is blinded and restrained,
Damage Immunities cold has total cover against attacks and other effects
Condition Immunities blinded, charmed, deafened, outside the Honkdra and it takes 14 (4d6) acid damage
frightened, poisoned, stunned at the start of each of the Honkdra's turns.
Senses darkvision 240 ft., truesight 60 ft., passive
Perception 22 At any given time, the Honkdra's body is only
Languages Goose, understands Aquan, Auran, and capable of holding a number of swallowed creatures
Sylvan equal to half its number of heads, rounded down.
Challenge 15 (13,000 XP) Regurgitation. If the Honkdra takes 30 damage or more
on a single turn from a creature inside it, the Honkdra
Hold Breath. The Honkdra can hold its breath for 1 must succeed on a DC 18 Constitution saving throw at
hours. the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 15 feet of
Multiple Heads. The Honkdra has five heads. While it the Honkdra. If the Honkdra dies, a swallowed creature
has more than one head, the Honkdra has advantage on is no longer restrained by it and can escape from the
saving throws against being blinded, charmed, corpse by using 30 feet of movement, exiting prone.
deafened, frightened, stunned, and knocked
unconscious.
Whenever the Honkdra takes 40 or more damage in
Legendary Actions
a single turn, one of its heads dies. If all its heads die, The Honkdra can take 5 legendary actions, choosing
the Honkdra dies. from the options below. Only one legendary action
At the end of its turn, it grows two heads for each of option can be used at a time and only at the end of
its heads that died since its last turn, unless it has another creature's turn. The Honkdra regains spent
taken fire damage since its last turn. The Honkdra legendary actions at the start of its turn.
regains 10 hit points for each head regrown in this
way. HONK! (Costs 1 Action). The Honkdra lets out a
thunderous honk in a 35-foot radius. Each creature in
Wakeful. While the Honkdra sleeps, at least one of its the area must make a 18 Constitution saving throw. A
heads is awake. creature takes 13 (3d8) thunder damage on a failed
Magic Weapons. The Honkdra's attacks are magical. save and is deafened until the Honkdra's next turn. On
a successful save, it takes half as much damage and
Regeneration. The Honkdra regains 10 hit points at the isn't deafened.
start of its turn if it has at least 1 hit point.
Wing Attack (Costs 2 Actions). The Honkdra beats its
Reactive Heads. For each head the Honkdra has beyond wings. Each creature within 20 feet of the Honkdra
one, it gets an extra reaction that can be used only for must succeed on a 20 Dexterity saving throw or take
opportunity attacks. 14 (2d6 + 7) bludgeoning damage and be knocked
Reflective Plumage. The Honkdra can't be affected or prone. The Honkdra can then fly up to half its flying
detected by spells of 2nd level or lower unless it speed.
wishes to be. It has advantage on saving throws against Chomp (Costs 2 Actions). The Honkdra makes one
all other spells and magical effects. Engulfing Bite attack or uses its Swallow.
Berserk. Whenever the Honkdra starts its turn with 90
hit points or fewer, roll a d6. On a 6, the Honkdra goes
berserk. On each of its turns while berserk, the
Honkdra attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the
Honkdra attacks an object, with preference for an
object smaller than itself. Once the Honkdra goes
berserk, it continues to do so until it is destroyed or
regains all its hit points.

10
Honkdra Legendary Resistance (4/day). If the Honkdra fails a
saving throw, it can choose to succeed instead.
Huge monstrosity, Chaotic Neutral

Armor Class 22 (natural armor) Actions


Hit Points 345 (30d12 + 150) Multiattack. The Honkdra makes as many Engulfing Bite
Speed 60 ft., fly 120 ft., swim 60 ft. or Swallow attacks as it has heads.
Engulfing Bite. Melee Weapon Attack: +13 to hit, reach
STR DEX CON INT WIS CHA 15 ft., one target. Hit: 15 (2d8 + 6) Piercing damage.
22 (+6) 26 (+8) 20 (+5) 14 (+2) 16 (+3) 12 (+1) In addition, any Medium or smaller creature must
succeed on a 20 dexterity saving throw or be grappled.
Saving Throws Str +13, Dex +15, Con +12 Swallow. The Honkdra makes one bite attack against a
Skills Perception +17 Medium or smaller creature it is grappling with that
Damage Vulnerabilities fire head. If the attack hits, the target takes the attack
Damage Resistances poison, psychic damage as bludgeoning damage and is swallowed.
Damage Immunities cold; bludgeoning, piercing, and While swallowed, a creature is blinded and restrained,
slashing from nonmagical attacks has total cover against attacks and other effects
Condition Immunities blinded, charmed, deafened, outside the Honkdra and it takes 17 (5d6) acid damage
frightened, poisoned, stunned at the start of each of the Honkdra's turns.
Senses darkvision 240 ft., truesight 60 ft., passive
Perception 27 At any given time, the Honkdra's body is only
Languages Goose, understands Aquan, Auran, and capable of holding a number of swallowed creatures
Sylvan equal to half its number of heads, rounded down.
Challenge 21 (33,000 XP) Regurgitation. If the Honkdra takes 35 damage or more
on a single turn from a creature inside it, the Honkdra
Hold Breath. The Honkdra can hold its breath for 2 must succeed on a DC 20 Constitution saving throw at
hours. the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 15 feet of
Multiple Heads. The Honkdra has five heads. While it the Honkdra. If the Honkdra dies, a swallowed creature
has more than one head, the Honkdra has advantage on is no longer restrained by it and can escape from the
saving throws against being blinded, charmed, corpse by using 30 feet of movement, exiting prone.
deafened, frightened, stunned, and knocked
unconscious.
Whenever the Honkdra takes 40 or more damage in
Legendary Actions
a single turn, one of its heads dies. If all its heads die, The Honkdra can take 5 legendary actions, choosing
the Honkdra dies. from the options below. Only one legendary action
At the end of its turn, it grows two heads for each of option can be used at a time and only at the end of
its heads that died since its last turn, unless it has another creature's turn. The Honkdra regains spent
taken fire damage since its last turn. The Honkdra legendary actions at the start of its turn.
regains 10 hit points for each head regrown in this
way. HONK! (Costs 1 Action). The Honkdra lets out a
thunderous honk in a 45-foot radius. Each creature in
Wakeful. While the Honkdra sleeps, at least one of its the area must make a 20 Constitution saving throw. A
heads is awake. creature takes 18 (4d8) thunder damage on a failed
Magic Weapons. The Honkdra's attacks are magical. save and is deafened until the Honkdra's next turn. On
a successful save, it takes half as much damage and
Regeneration. The Honkdra regains 15 hit points at the isn't deafened.
start of its turn if it has at least 1 hit point.
Wing Attack (Costs 2 Actions). The Honkdra beats its
Reactive Heads. For each head the Honkdra has beyond wings. Each creature within 20 feet of the Honkdra
one, it gets an extra reaction that can be used only for must succeed on a 23 Dexterity saving throw or take
opportunity attacks. 15 (2d6 + 8) bludgeoning damage and be knocked
Reflective Plumage. The Honkdra can't be affected or prone. The Honkdra can then fly up to half its flying
detected by spells of 4th level or lower unless it wishes speed.
to be. It has advantage on saving throws against all Chomp (Costs 2 Actions). The Honkdra makes one
other spells and magical effects. Engulfing Bite attack or uses its Swallow.
Berserk. Whenever the Honkdra starts its turn with 90
hit points or fewer, roll a d6. On a 6, the Honkdra goes
berserk. On each of its turns while berserk, the
Honkdra attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the
Honkdra attacks an object, with preference for an
object smaller than itself. Once the Honkdra goes
berserk, it continues to do so until it is destroyed or
regains all its hit points.

11
Honkdra Legendary Resistance (5/day). If the Honkdra fails a
saving throw, it can choose to succeed instead.
Huge monstrosity, Chaotic Neutral

Armor Class 25 (natural armor) Actions


Hit Points 500 (40d12 + 240) Multiattack. The Honkdra makes as many Engulfing Bite
Speed 60 ft., fly 120 ft., swim 60 ft. or Swallow attacks as it has heads.
Engulfing Bite. Melee Weapon Attack: +16 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 16 (2d8 + 7) Piercing damage.
25 (+7) 30 (+10) 22 (+6) 16 (+3) 18 (+4) 14 (+2) In addition, any Medium or smaller creature must
succeed on a 24 dexterity saving throw or be grappled.
Saving Throws Str +16, Dex +19, Con +15 Swallow. The Honkdra makes one bite attack against a
Skills Perception +22 Medium or smaller creature it is grappling with that
Damage Vulnerabilities fire head. If the attack hits, the target takes the attack
Damage Resistances poison, psychic damage as bludgeoning damage and is swallowed.
Damage Immunities cold; bludgeoning, piercing, and While swallowed, a creature is blinded and restrained,
slashing from nonmagical attacks has total cover against attacks and other effects
Condition Immunities blinded, charmed, deafened, outside the Honkdra and it takes 21 (6d6) acid damage
frightened, poisoned, stunned at the start of each of the Honkdra's turns.
Senses darkvision 240 ft., truesight 60 ft., passive
Perception 32 At any given time, the Honkdra's body is only
Languages Goose, understands Aquan, Auran, and capable of holding a number of swallowed creatures
Sylvan equal to half its number of heads, rounded down.
Challenge 30 (155,000 XP) Regurgitation. If the Honkdra takes 40 damage or more
on a single turn from a creature inside it, the Honkdra
Hold Breath. The Honkdra can hold its breath for 2 must succeed on a DC 24 Constitution saving throw at
hours. the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 15 feet of
Multiple Heads. The Honkdra has five heads. While it the Honkdra. If the Honkdra dies, a swallowed creature
has more than one head, the Honkdra has advantage on is no longer restrained by it and can escape from the
saving throws against being blinded, charmed, corpse by using 30 feet of movement, exiting prone.
deafened, frightened, stunned, and knocked
unconscious.
Whenever the Honkdra takes 50 or more damage in
Legendary Actions
a single turn, one of its heads dies. If all its heads die, The Honkdra can take 5 legendary actions, choosing
the Honkdra dies. from the options below. Only one legendary action
At the end of its turn, it grows two heads for each of option can be used at a time and only at the end of
its heads that died since its last turn, unless it has another creature's turn. The Honkdra regains spent
taken fire damage since its last turn. The Honkdra legendary actions at the start of its turn.
regains 15 hit points for each head regrown in this
way. HONK! (Costs 1 Action). The Honkdra lets out a
thunderous honk in a 45-foot radius. Each creature in
Wakeful. While the Honkdra sleeps, at least one of its the area must make a 23 Constitution saving throw. A
heads is awake. creature takes 22 (5d8) thunder damage on a failed
Magic Weapons. The Honkdra's attacks are magical. save and is deafened until the Honkdra's next turn. On
a successful save, it takes half as much damage and
Regeneration. The Honkdra regains 20 hit points at the isn't deafened.
start of its turn if it has at least 1 hit point.
Wing Attack (Costs 2 Actions). The Honkdra beats its
Reactive Heads. For each head the Honkdra has beyond wings. Each creature within 25 feet of the Honkdra
one, it gets an extra reaction that can be used only for must succeed on a 27 Dexterity saving throw or take
opportunity attacks. 34 (5d10 + 7) bludgeoning damage and be knocked
Reflective Plumage. The Honkdra can't be affected or prone. The Honkdra can then fly up to half its flying
detected by spells of 5th level or lower unless it wishes speed.
to be. It has advantage on saving throws against all Chomp (Costs 2 Actions). The Honkdra makes one
other spells and magical effects. Engulfing Bite attack or uses its Swallow.
Berserk. Whenever the Honkdra starts its turn with 100
hit points or fewer, roll a d6. On a 6, the Honkdra goes
berserk. On each of its turns while berserk, the
Honkdra attacks the nearest creature it can see. If no
creature is near enough to move to and attack, the
Honkdra attacks an object, with preference for an
object smaller than itself. Once the Honkdra goes
berserk, it continues to do so until it is destroyed or
regains all its hit points.

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