Large Monstrosity, Neutral Good
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft., Swim 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
Skills Athletics +6, Perception +3, Survival +3
Senses Passive Perception 13
Languages Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Grappler. The kangaroo can use a bonus action to grapple a creature. While grappling a medium, large, or huge creature, the kangaroo has advantage on attacks against that creature.

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.

Actions

Multiattack. The Centauroo makes two attacks: one with its Punch or Spear and one with its Kick or two with its longbow.

Kanga-Punch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (1d8 + 4) bludgeoning damage

Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Kick. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 4) bludgeoning damage

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Boomerang. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage.

Description

A Centauroo has the body of a great Kangaroo topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed.

Habitat: ForestGrassland

MoFest

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