Kangaroo

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.
Kangaroos 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.
Originally Posted by JiCi of the Wizards Community forums.
Kangaroo | |
Medium animal | |
HD | 4d8+12 (30 hp) |
Initiative | +2 |
Speed | 50 ft.(10 squares) |
Armor Class | 15 (+2 Dexterity, +3 natural), touch 12, flat-footed 13 |
Base Attack/Grapple | +3/+6 |
Attack | Kick +6 melee (1d8+4) |
Full Attack | Kick +6 melee (1d8+4) |
Space/Reach | 5 ft./ 5 ft. |
Special Attacks | Improved grab, rake 1d6+1 |
Special Qualities | Hop, Low-Light Vision, Scent |
Saves | Fort +7, Ref +6, Will +3 |
Abilities | Strength 16, Dexterity 14, Constitution 16, Intelligence 2, Wisdom 14, Charisma 4 |
Skills | Jump +19*, Listen +8, Spot +8, Swim +9* |
Feats | Alertness, Endurance |
Environment | Warm plains |
Organization | Solitary, pair or mob (3-15) |
Challenge Rating | 3 |
Treasure | None |
Alignment | Always neutral |
Advancement | 4-8 HD (Medium) |
Level Adjustment | — |
Combat
Kangaroos generally flee from danger, like most herbivorous animals. It generally runs into water, as it is a good swimmer. If the predator is still following, then the kangaroo grapples it and tries to drown it. On solid ground, the kangaroo makes a quick Jump and uses both paws to deliver a hard kick. It also grapples its foe and viciously rakes it to death.
Hop (Ex) : A kangaroo moves by hopping. Doing so lets it ignore any movement penalty due to terrain.
Improved Grab (Ex) : To use this ability, a kangaroo must hit with its kick attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can make 2 rakes.
Rake (Ex) : Attack bonus +6 melee, damage 1d6+1.
Skills : Kangaroos have a +10 bonus to Jump checks, and a +4 bonus to Swim checks.