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“Kangaroo: Bounding Beast of the Australian Plains”

kangaroo 1
Created with Midjourney

The kangaroo is a large, ground-dwelling marsupial known for its powerful hind legs, cautious temperament, and defensive kicking when threatened, making it a potentially dangerous but generally non-aggressive creature of open plains and scrub.


Appearance

A tall, muscular herbivore with oversized hind legs built for jumping and a thick tail used for balance and support. Its forelimbs are smaller and dexterous, while its head is narrow with large ears that constantly swivel to track sound. Its fur is coarse and muted in colour, suited to dry grasslands and bush.

Behaviour

Kangaroos are alert and skittish, preferring flight over confrontation. They spend much of their time grazing or standing still to observe their surroundings. When alarmed, they retreat rapidly, but if cornered or defending young, they may become aggressive and stand their ground.

Habitat

Kangaroos inhabit open grasslands, lightly wooded plains, and arid scrub regions. They avoid dense forests and enclosed spaces, relying on visibility and open terrain to detect threats early.

Modus Operandi

When forced to fight, it balances on its tail and delivers powerful kicking strikes with its hind legs, capable of inflicting serious injury. It relies on speed and distance rather than sustained combat.

Motivation

The kangaroo is motivated by basic survival instincts: feeding, avoiding predators, and protecting its young. It poses a threat only when startled, cornered, or provoked.

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Kangaroo 2
Created with Midjourney

Medium Beast, Unaligned


Armor Class 13 (natural agility)
Hit Points 22 (4d8 + 4)
Speed 50 ft.


STRDEXCONINTWISCHA
14 (+2)16 (+3)12 (+1)2 (−4)14 (+2)6 (−2)

Saving Throws Dex +5
Skills Athletics +4, Perception +4
Senses passive Perception 14
Languages
Challenge 1/4 (50 XP)
Proficiency Bonus +2


Lore

They are powerful herbivorous mammals native to open plains, scrublands, and lightly wooded regions where long sightlines favor speed over concealment. Though non-predatory, they are far from harmless; their muscular hind legs and balancing tails allow them to strike with surprising force when threatened.

Most are wary of humanoids and flee at the first sign of danger. Conflicts typically arise when a kangaroo is cornered, startled at close range, or defending its young. In such situations, the animal reacts with sudden aggression, using rapid leaps and heavy kicks to create space before escaping.

Rangers and druids familiar with open-country wildlife regard kangaroos as a sign of stable terrain and available grazing, but warn travelers not to mistake their calm posture for docility. A provoked kangaroo can disable an unprepared foe in seconds before vanishing back into the grasslands.


Traits

Powerful Legs. The kangaroo’s jump distance is tripled. When the kangaroo jumps at least 10 feet away from a hostile creature, it doesn’t provoke opportunity attacks from that creature.

Balanced Tail. While standing on solid ground, the kangaroo has advantage on Strength (Athletics) checks made to resist being knocked prone or grappled.

Skittish Herbivore. The kangaroo has advantage on initiative rolls. During the first round of combat, it has disadvantage on attack rolls unless it or its young are threatened.


Actions

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 2) bludgeoning damage.

If the kangaroo moved at least 20 feet straight toward the target this turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Defensive Leap. The kangaroo jumps up to 20 feet without provoking opportunity attacks. This movement can be vertical or horizontal.


Reactions

Panic Kick. When a creature enters the kangaroo’s reach for the first time on a turn, the kangaroo makes one Kick attack against that creature.

Kangaroo 3
Created with Midjourney

CR 1/3
XP 135
N Medium animal


Init +3; Senses low-light vision; Perception +6


DEFENSE

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +2
Defensive Abilities powerful leap


OFFENSE

Speed 50 ft.
Melee kick +4 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks bounding kick


STATISTICS

Str 16, Dex 17, Con 14, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +7 (+11 when jumping), Perception +6, Survival +5
Racial Modifiers +4 Acrobatics on jump checks, +4 CMD vs. trip
Languages


SPECIAL ABILITIES

Bounding Kick (Ex)
If it moves at least 20 feet straight toward a target before making a kick attack, the attack deals an additional 1d4 points of damage, and the target must succeed at a DC 13 Reflex save or be knocked prone. The save DC is Strength-based.

Defensive Leap (Ex)
As a move action, a kangaroo can jump up to 20 feet without provoking attacks of opportunity. This movement may be vertical or horizontal and does not require a running start.

Powerful Leap (Ex)
It always treats its jumps as if it had a running start, and its jump distances are tripled. It takes no damage from falls of 20 feet or less.

Skittish Herbivore (Ex)
During the first round of combat, a kangaroo takes a –2 penalty on attack rolls unless it or its young are threatened. If reduced below half its hit points, it attempts to flee at the first safe opportunity.


ECOLOGY

Environment temperate plains, grasslands, scrublands
Organization solitary, pair, or mob (3–12)
Treasure none


TACTICS

Before Combat
They remain motionless when possible, relying on keen senses to detect danger before it draws near.

During Combat
If threatened or cornered, a kangaroo delivers bounding kicks to knock foes prone, then uses defensive leaps to disengage and reposition.

Morale
A kangaroo flees once an escape route is available. It fights to the death only when cornered while defending its young.


DESCRIPTION

Kangaroos are large, powerful herbivores adapted for life in open terrain. Their immense hind legs and muscular tails allow them to cover great distances in a single bound and deliver punishing kicks when threatened. Though naturally wary and non-aggressive, a startled kangaroo can seriously injure careless travelers before vanishing back into the plains.

Kangaroo 4
Created with Midjourney

This grey-furred animal, is about 7 feet tall and weighs about 200 lbs. It has unusually long hind legs tipped with claws, two short foreclaws and a large muscular tail. It possesses a small head with a long snout and long ears.

They are marsupials that live in the warm plains. They hop from place to place and feed and plants and fruits. Some regions give kangaroos a representative title for their emblems or signs.

Kangaroos are sexually dimorphic, yet it is difficult to notice. The stats are those both male and female. The female has a leathery pouch on their belly, which houses the little joey.

Kangaroo

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +3
Speed: 50 ft. (10 ft. climb)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+4
Attack: Kick +4 melee (1d8+2)
Full Attack: Kick +4 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bounding Kick, Defensive Leap
Special Qualities: Skittish Herbivore, Powerful Leap
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 17, Con 14, Int 2, Wis 13, Cha 6
Skills: Jump +9, Listen +6, Spot +6, Survival +5
Feats: Improved Initiative, Skill Focus (Perception)


Combat

Bounding Kick (Ex):
If the kangaroo moves at least 20 feet straight toward a target before making a kick attack, it deals an extra 1d4 damage and the target must succeed on a DC 13 Reflex save or fall prone. Save DC = 10 + 1/2 HD + Str mod.

Defensive Leap (Ex):
As a move action, the kangaroo can jump up to 20 feet without provoking attacks of opportunity. Can jump horizontally or vertically; requires no running start.

Powerful Leap (Ex):
It always treats its jumps as if it had a running start, and its jump distances are tripled. Falls of 20 feet or less cause no damage.

Skittish Herbivore (Ex):
The kangaroo takes –2 to attack rolls during the first round of combat unless it or its young are threatened. Below half HP, it attempts to flee at the earliest safe opportunity.


Tactics

Before Combat:
They rely on keen senses and distance to avoid threats. They prefer to flee rather than fight.

During Combat:
If cornered or defending offspring, they strike with bounding kicks to knock foes prone and use defensive leaps to escape.

Morale:
They will flee when a clear escape exists, fighting only when cornered or defending young.


Ecology

Environment: Temperate plains, grasslands, scrublands
Organization: Solitary, pair, or mob (3–12)
Treasure: None


Description

Kangaroos are muscular, large herbivores with powerful hind legs and thick tails that allow rapid movement and stability. They use their legs to deliver powerful kicks when threatened. Despite their size, kangaroos are cautious and skittish, making them elusive but capable of surprising strength when cornered.

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