Kangaroo (5e Creature)

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Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 40 ft.

18 (+4) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 5 (-3)

Saving Throws Str +6, Dex +4
Skills Athletics +6, Perception +2
Proficiency Bonus +2
Senses passive Perception 12
Challenge 1 (200 XP)

Standing Leap. The kangaroo's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Multiattack. The kangaroo makes two unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.


Improved Grapple. The kangaroo attempts to grapple a creature it hit twice on this turn with its unarmed strike.

Pummel. The kangaroo attacks with its unarmed strike against a creature it has grappled.

Kangaroo08-Standing on grass-RearView.jpg

The kangaroo is a large marsupial with a small head; short fore-limbs; large, powerful legs; and a thick tail. They move by hopping on their back legs. Whilst generally peaceful herbivores, these animals can be provoked into attacking, usually by getting between a male and his females or a mother and her joey.
When attacking, a kangaroo appears to start boxing. In actual fact it attempts to grapple. Once grappling, it uses its tail for support and kicks with both of its legs to attempt to disembowel its target with its rear legs' large, strong nails. They are also powerful swimmers and can use their front feet to drown their target.

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