Horned Kangaroo (5e Fallout Supplement)

From D&D Wiki
Jump to navigation Jump to search

Horned Kangaroo[edit]

Medium beast, unaligned


Armor Class 12 Energy; 13 Melee, Ballistic; 14 Explosive (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

Skills Perception +5
Senses passive Perception 15
Languages
Challenge 2 (450 XP)


Pounce. If the kangaroo moves at least 30 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the kangaroo can make one claw attack against it as a bonus action.

Rad Pool. Horned kangaroos have a rad pool of 20 points.

ACTIONS

Multiattack. Horned Kangaroos can make 1 headbutt attack and 2 claw attacks.

Headbutt. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) melee damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) melee damage.


Most likely originating from pre-war zoos, horned kangaroos are dust-colored kangaroos with goat-like horns. They are considered a sacred sacrificial animal to post-war satanic cults due to the distinct lack of goats. They rarely travel in herd, but often enter large groups when mating season occurs.


0.00
(0 votes)

Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsFalloutBestiaryBeasts