Gargantuan Beast, Neutral Good
Armor Class 19 Natural Armor
Hit Points 385 (22d20 + 154)
Speed 80 ft.
STR
26 (+8)
DEX
20 (+5)
CON
24 (+7)
INT
16 (+3)
WIS
24 (+7)
CHA
14 (+2)
Saving Throws STR +16, DEX +13, CON +15, WIS +15
Skills Animal Handling +15, Athletics +16, Perception +15
Condition Immunities Charmed, Exhaustion, Paralyzed
Senses Darkvision 60 ft., Truesight 60 ft., Passive Perception 25
Languages Common, Druidic, Elvish, Giant Elk, Primordial, Sylvan, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Demiplanar Sanctuary. Each willing creature of the kangaroo's choice, within 60 feet of the kangaroo or within 10 feet of a creature that the kangaroo has summoned, is teleported to a demiplane that can be entered by no other means except a wish spell or this feature. A creature can choose to leave the demiplane at the start of its turn, reappearing within 60 feet of where the kangaroo is or was (if the kangaroo is in the demiplane). The demiplane of a colossal kangaroo is massive. However all of these kangaroos use the same demiplane. The demiplane is a peaceful natural paradise. All of the creatures that the kangaroo summons dwell here. Creatures other than fiends and undead are immune to all damage while on the demiplane. If a creature is hostile to another creature on the demiplane, it must make a DC 23 Charisma saving throw or become indifferent to each creature on the kangaroo's demiplane that it is hostile to, this effect ends when the creature leaves the kangaroo's demiplane for more than 1 minute. Each creature, that is not a construct or undead, that starts its turn in this demiplane regains 3 (1d6) hit points. A creature that finishes a short rest while on this demiplane regains all of its hit points.

A creature that has taken a short rest on this demiplane, gains the ability to teleport to this demiplane as an action if it is on the material plane, on one of the elemental planes, or in the Feywild. Once a creature does this, it can't do so again until it finishes a long rest.

Innate Spellcasting. The kangaroo’s innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: absorb elements (as a 2nd-level spell), animal friendship, animal messenger, conjure animals*, conjure minor elementals*, conjure woodland beings*, cure wounds, druidcraft, dust devil (as a 2nd-level spell)*, freedom of movement, goodberry, guardian of nature, hold person (no concentration), jump, lesser restoration (no concentration), longstrider, mending, nondetection, produce flame, summon beast*, summon elemental*, summon fey*

3/day each: conjure animals (as a 5th-level spell)*, conjure elemental*, conjure fey*, healing spirit (no concentration), summon beast (as a 5th-level spell)*, summon fey (as a 5th-level spell)*, wrath of nature (no concentration)

1/day each: awaken, conjure animals*, conjure woodland beings (as a 5th-level spell)*, druid grove, plant growth, summon beast (as a 5th-level spell)*, summon elemental (as a 5th-level spell)*, summon fey (as a 5th-level spell)*

Legendary Resistance (3/Day). If the kangaroo fails a saving throw, it can choose to succeed instead.

Adept Summoner. The kangaroo doesn't need to concentrate on its spells that summon or a creature (the spells that the kangaroo can cast that are affected by this are marked with an asterisk) and the duration of the spells increase to 24 hours. However, it can only have 5 of these spells active at a time. Creatures that the kangaroo summons, appear with 2 additional hit points per Hit Die it has, and the damage of its natural weapons counts as magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

In addition, if the kangaroo's reduced to half its hit points or less, the kangaroo immediately gains the effects of the summon beast, summon elemental, and summon fey each as if it were cast using a 6th-level spell slot. These creatures do not count toward the limit on the number of summoning spells the kangaroo can have active at once, and they remain until the kangaroo has more than half its hit points remaining.

Speak with Beasts. The kangaroo can communicate with beasts as if they shared a language.

Actions

Multiattack. The kangaroo makes two kick attacks.

Kick. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage. If the target is a creature, its must make a DC 24 Strength Saving throw or be knocked prone.

Legendary Actions

The kangaroo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kangaroo regains spent legendary actions at the start of its turn.

At-will Spell. The kangaroo casts one of its at-will spells.

Kick. The kangaroo makes a kick attack.

Move. The kangaroo moves up to its speed without provoking opportunity attacks.

Spell (Costs 2 Actions). The kangaroo casts one of its spells.

Restore (Costs 3 Actions). Each creature the kangaroo has summoned regains 25 (4d8 + 7) hit points, and each creature of the kangaroo's choice within 30 feet of it or within 10 feet of a creature it has summoned regains 7 (2d6) hit points.

Summon Beasts (Costs 3 Actions). The kangaroo casts summon beast twice.

Summon Elementals (Costs 3 Actions). The kangaroo casts summon elemental twice.

Summon Fey (Costs 3 Actions). The kangaroo casts summon fey twice.

Description

Colossal kangaroos are motherly, sympathetic and docile, however they are generally solitary — or at least they appear to be solitary. The truth of the matter is, colossal kangaroos have a massive demiplane — that they all share — which they use to keep the creatures, that they care about, safe. Since the kangaroo keeps all of the creatures it cares about in the demiplane, there typically aren't other creatures around the kangaroo on the material plane, at least not ones it is friendly to.

The demiplane of the kangaroos is very large and is in fact an entire globe — it takes over a week for a creature to circumnavigate it. The demiplane has two volcanos on it, that are on opposite sides of the globe, form each other. It also has several large lakes and an area of snow and ice. However, creatures in the demiplane can't be harmed while on the demiplane — this means that creatures can walk into lava and fall of a cliff without feeling the effects of doing so. Most creatures are not aware of this since they still try to avoid injury just as they normally would. However, creatures do still age and as such can die from old age. Creatures on the demiplane do not need to eat, though food is plentiful on the plane, and eating just one fruit, nut, or berry is enough to sustain a creature for a whole day. Food also doesn't spoil and fruits stay ripe and grow at incredible rates. While on the demiplane colossal beasts shrink down to a smaller size, they are still bigger than their giant counterparts, and they can return to their normal size if they so choose. The creatures in the kangaroo's demiplane can come and go as they please, though there are some creature that have lived their entire life in the kangaroos' demiplane, and most would rather not leave. The colossal kangaroos themselves also spend most of their time on the demiplane, and as such they are incredibly rare on the material plane.

On the material plane colossal kangaroos reach lengths of fifty feet (not including the tail) and heights upwards of fifty-five feet. Their fur color ranges from grey, to light brown, to the red-brown of red kangaroos (Macropus rufus). They have strong tails which they use to support themselves while they deliver an even stronger kick. Like many colossal beast they do not need to eat, drink or sleep. 

Habitat: Grassland

Yellow_Gorilla

Comments

Posts Quoted:
Reply
Clear All Quotes