Dire Kangaroo- Steve Irwin’s worst nightmare (FUNNY!!!) [Archive] - Wizards Community

Post/Author/DateTimePost
Dragon Master

07-04-03, 12:31 AM
Authors Note: Before you start going off at me because of cliches, I would just like to point out that I live in Australia, and have been doing so for my entire life. This is just a comical look at some of the Australian creatures that every American seems to find amusing.

“CRICKEY!!! Would you look at the size of that whopper! Look at the size of its teeth- Hey, now slow down mate. Hey, now there is a good girl… as you can see she’s a little frisky… whoa, easy girl… Terri! We’re going to need that wand of magic missile down here soon mate…”

I bring you the Dire Kangaroo, a monster for your amusement.

Dire Kangaroo- Huge Animal
Hit Die- 12d8 + 60 (114 hp)
Initiative- +1 (dex)
Speed- 40 feet
AC- 17 (-2 size, +8 natural, +1 Dex)
Attacks- 2 Claws +14, Bite +9
Damage- 2 Claws 1d8+7, Bite 2d6+3
Face/Reach- 10ft. by 10ft./15ft
Special Attacks: Box +12/+9/+6 (+1d12), Flurry of blows, Jumping Kick (2d8+7)
Special Qualities-Leap of the Clouds
Saves- Fort+13, Ref+9, Will+9
Abilities- Str 24, Dex 13, Con 20, Int 2, Wiz 12, Cha 10
Skills: Jump+22, Spot +4, Listen+4
Climate/Terrain- Desert
Organisation- Solitary, group (2-4), pack (6-10), or heard (12-16).
Challenge Rating- (Need help with this)
Treasure- None
Alignment- Always neutral
Advancement- I’m lazy, and I hate doing advancement.

Dire Kangaroos. The horror of the Australian outback. Rumours tell of Dire Kangaroos jumping across the Australian Outback with crocodiles in their mouths, with each jump so loud as to create an earthquake. These huge animals are known for their ability to crush opponents with their fighting and jumping abilities. Sometimes able to jump up cliffs and knock down rock formations, these huge buggers are not something that you want to mess with. Dire Kangaroos normally travel in-groups, ranging up to about 16 Kangaroos. Normally packs consist of females, males and baby Dire Kangaroos. Baby Kangaroos usually sit in the pouch of a mother’s stomach, being protected from dangers. Females rarely fight, but males on the other hand are deadly territorial. Usually lazing in the Australian Outback, Dire Kangaroos can be found in almost any desert. Their unique body allows them to last for long periods of time without water, and they spend the majority of their time in the shade.
Combat:
Dire Kangaroos aren’t usually hostile towards people, but if you get too close some males can get very aggressive.
Box(Ex): As a full attack action, the Dire Kangaroo can let out a series of deadly unarmed strikes, with a bonus of +12/+9/+6. They do +1d12 on top of their claw damage.
Flurry of blows(Ex): This ability works just like the monk’s flurry of blows ability, and is applied to the Dire Kangaroos Box ability (penalties still apply).
Jumping Kick(Ex): As a full round action, a Dire Kangaroo can use this amazing ability. The Dire Kangaroo leaps up on its massive tail and kicks adjacent opponents within 15feet of the Kangaroos front. Anyone in the 15foot area must make a reflex save (DC 22) or be hit for 2d8+7 points of damage. Anyone hit must then make another reflex save (DC 22) or be knocked prone.
Leap Of the clouds(Ex): A Dire Kangaroo is not limited by its hight for jumping.
Skills: Dire Kangaroos receive a +10 bonus on Jumps skills

Any feedback would be great, however i am heading over to Japan 2morrow, so i won't get time to reply. I will reply when i get back (it will be 12 days, so don't ask too much of me).
Also, spotting any errors i've made (as i'm sure i've made some) would be greatly appreciated.
BTW- This is just for laughs. I'm not running it in y campaign or hopping to have it as an animal compainion or anything.
cwslyclgh

07-04-03, 02:10 AM
you know histortically there was a largew carnivorus kangaroo in austrailua during the pleistocene time frame... although I do not think it was quite "huge"... I think it would have fallen in the large size range.

3.0 dire animals get all good saves (although I bet this is changing in 3.5) so your saves should be Fort +13, Ref +9, Will +9

your attack bonus is 1 to high (BAB +8, +7 Strength, -2 size is +13)

other then that it looks pretty ok... I'd go with a CR of around 6
Dragon Master

07-04-03, 07:19 AM
Originally posted by cwslyclgh
you know histortically there was a largew carnivorus kangaroo in austrailua during the pleistocene time frame... although I do not think it was quite "huge"... I think it would have fallen in the large size range.

3.0 dire animals get all good saves (although I bet this is changing in 3.5) so your saves should be Fort +13, Ref +9, Will +9

your attack bonus is 1 to high (BAB +8, +7 Strength, -2 size is +13)

other then that it looks pretty ok... I'd go with a CR of around 6

Saves... i knew i forgot to edit something. Thanks for pointing that out. As for BAB, the BAB for a 12 HD animal is +9 (at least that what my MM says... if i've missed something please point it out to me)
Thanks for your input.
cwslyclgh

07-04-03, 03:14 PM
you are right sorry, I was thinking 3/4 but calculated 2/3 for some reason ::Shrugs::
Igfig

07-04-03, 03:25 PM
Rumours tell of Dire Kangaroos jumping across the Australian Outback with crocodiles in their mouths, with each jump so loud as to create an earthquake.

It looks like these guys are the REAL Crocodile Hunters!

Why is it that the kangaroo gets claw attacks? Wouldn't they be slams? (please note that I know nothing about kangaroos)
Gadodel

07-04-03, 05:04 PM
*laffs*

Actually, applying the Dire Template in this context gives me some ideas for my Modern campaign...

I can see it now, Steve-O will be hiring my team!
Draco Argentum

07-04-03, 09:44 PM
The thought of Steve Irwin meeting one of these brings a smile to my face.
Gadodel

07-05-03, 03:49 PM
Originally posted by Draco Argentum
The thought of Steve Irwin meeting one of these brings a smile to my face.

Somehow, this doesn't surprise me at all. :P
Draco Argentum

07-05-03, 10:03 PM
Originally posted by Gadodel
Somehow, this doesn't surprise me at all. :P

I guess not. It would be funny though, that annoying crickey getting changed into a scream mid way through would be a laugh.
Dragon Master

07-18-03, 08:46 AM
Thanks to everyone who replied. I've been in Japan for 12 days so i haven't had time to actually check this out.

you are right sorry, I was thinking 3/4 but calculated 2/3 for some reason ::Shrugs::

Thats cool. Thanks for the help on the saves.

Why is it that the kangaroo gets claw attacks? Wouldn't they be slams? (please note that I know nothing about kangaroos)

You obviously haven't seen a Kangaroo rip through a bag of food pelets... they do have quite long claws, i'm not to sure how sharp they are, but they'd be reasonable enough on a dire animal. But, i'm an Australian and i don't even know that much about kangaroos- a slam attack may work. But, claw attacks fitted in well with the boxing idea.

The thought of Steve Irwin meeting one of these brings a smile to my face.

Thats good, that was the main reason i posted it. It sure did amuse me. :D

Thanks again to everyone who responded.
DarkSoldier

07-18-03, 07:46 PM
The claws on a kangaroo's feet are sharp enough to slice a man open; maybe consider giving the dire kangaroo augmented criticals for its claw attacks?
Dragon Master

07-18-03, 09:33 PM
Hmm, i didn't know that- and i'm an Australian. But then again, i haven't seen a kangaroo in a couple of years (there not as common as the simpsons make them out to be).
I'll consider that- thanks.
Kaya Kenobi

07-10-04, 08:51 PM
bump :D

looks like I found a gemstone... Course I was looking for a regular sized kangaroo.
Dragon Master

07-11-04, 01:42 AM
Hehehe, stay tuned for some more classic funny monsters this Uncon. Last year my DM Screen monster didn't even get into the selection, but I'll definately be putting something together so everyone can laugh at it.


And if you're interested:
DM Screen monster (http://boards1.wizards.com/showthread.php?s=&threadid=92630)
Dice Monsters (http://boards1.wizards.com/showthread.php?s=&threadid=46012)