Large Beast, Any Chaotic Alignment
Armor Class 11
Hit Points 42 (6d10 + 10)
Speed 50 ft., Leaps in air more often than walking.
STR
18 (+4)
DEX
19 (+4)
CON
13 (+1)
INT
6 (-2)
WIS
4 (-3)
CHA
7 (-2)
Skills Athletics +8
Senses Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Pouch. Kangaroo has a pouch that can carry anything smaller than it 1 small creature or 2 tiny creatures.

Creatures in Pouch gain 2 AC, can use bonus action to Hide/unhide in pouch making them un-targetable from attacks 

Jump. The Kangaroos long jump is up to 50 feet and its high jump is up to 30 feet, with or without a running start. 

Actions

Jumping kick. If Double kick is used after using jump as a bonus action add 1d6 to Double kick's damage.

Double kick. +6 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage. It has advantage on an attack when using double kick while it’s airborne.

 
Bonus Actions

Jump. Kangaroo can jump up to 50 feet in any direction, the kangaroo has advantage on an attack  when using double kick while it’s airborne.

Description

Kangaroos use their strong tails for balance while jumping.​ The Kangaroo are primarily left-handed, using that hand for tasks such as grooming and eating about 95% of the time. Their hands also seem to be specialized for different types of work, with kangaroos typically using their left hand for precision and their right for strength.

Toddithan