Horned Kangaroos

Semi-Canonical

The skeletons of horned kangaroos have appeared in Fallout and Fallout 2. The statblock and Knowledge here is purely speculative.

Horned Kangaroo

Large beast


Armour Class 13
Hit Points 66 (9d10 + 36)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 3 (-4) 14 (+2) 7 (-2)

Skills Athletics +7, Perception +5
Damage Immunities Radiation
Condition Immunities Radiation Sickness
Senses passive Perception 15
Languages none
Challenge 2 (450 XP)


Bound. When the horned kangaroo jumps after a 10 ft. run up, it jumps 27 feet (1 and 1/2 times its Strength score). When it jumps from standing, the horned kangaroo can clear 14 feet.

Charge. If the horned kangaroo moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. The horned kangaroo can then make a kick attack against the target.

Keen Hearing and Sense of Smell. The horned kangaroo has advantage on Wisdom (Perception) checks relating to hearing or smell.

Actions

Kick. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Ram. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Fallout is the sole intellectual property of Bethesda Softworks. This is purely a fan work. Rules presented work with D&D 5e. Text and game mechanics presented in this wiki are not Open Game Content and should not be reproduced or repackaged in any way.