Huge Beast, Unaligned
Armor Class 14
Hit Points 123 (13d12 + 39)
Speed 50 ft., swim 30 ft.
STR
19 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
7 (-2)
Skills Acrobatics +7, Athletics +7, Perception +4
Senses Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3

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 kangaroo makes two attacks.

Foot. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage.

Description

Like their smaller counterparts, giant kangaroos are excellent jumpers. While they are fast enough to avoid most unwanted conflict, they can defend themselves by grappling and pummeling their enemy with kicks. As good swimmers they may lure attacks into water and try to hold them under to drown them.

Monster Tags: Misc Creature

Environment: Grassland

Steedling

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