Horned Kangaroo (5e Fallout Supplement)

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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.


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