Size:
Medium
Type:
Animal
Form:
marsupial hopper
Temper:
docile
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Kick
Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d8+2) slashing damage (clawed feet).
Special
Boxing
A kangaroo who makes a successful grappling attack against an opponent can, as a bonus action, make an additional kick attack with advantage.
Special
Leap
The kangaroo can leap from a standing position to a distance of 30 feet long and six feet high.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Skill Focus (Acrobatics)
Action
Melee 1
kick +1 (1d6+1 plus trip)

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Defensive Shove [Reaction]
Circumstance: Trigger: The kangaroo takes damage from an adjacent creature;
The kangaroo attempts to Shove the creature that damaged it.
Ability
Powerful Leaper
The kangaroo doesn't need to Stride while attempting a Long Jump, nor does it automatically fail if it doesn't.
Offense
Melee
Circumstance: combat round (melee)
claw +7 [+2/-3], Damage 1d4+3 slashing
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence ability modifier over –4, can’t speak languages, and can’t be trained in Intelligence-based skills.
Perception
scent (imprecise) 60 feet
Kangaroos are a type of bipedal marsupial who raise their children (called joeys) in a pouch. They are docile and shy herbivores and have powerful hind legs, large feet ending in clawed toes, a small head with large ears and a heavy, balancing tail. Their primary means of motivation is hopping, and they are known for their grappling, "boxing" behavior in combat.
5e SRD