Hundred Acre Wood D&D 5E: Kanga & Roo

WARNING

What follows are dark and twisted parodies of these characters. If you came here looking for a happy, honey-loving, bear and his friendly companions, you will be dissatisfied.


 

Keen to protect Roo as darkness spread throughout the Hundred Acre Wood but uncertain of how, Kanga fled with her son to a hard life in the world beyond. Their experiences were much the same as Tigger’s however, finding only abuse, deception, and suffering. For years Kanga became awash in a vicious cycle of endless toil supported by addictions to at first alcohol but then painkillers, and perhaps worse. She did not allow this to defeat her though and re-found herself in faith, trading one vacuum in life for another. 

As his mother struggled to survive and provide for him Roo fell into delinquency, turning into a mean thug with a temper measured in molecules and fueled by booze, cigarettes, and party drugs. Shortly after Kanga’s religious ascent out of addiction he left of his own accord to continue a life on the streets, joining a gang that he now leads and has renamed the Red Robins. He still keeps a distant watch over his mother and when he discovered she was headed back to the Hundred Acre Wood to try and purify their former home, Roo took off after her—as broken as he might be, the protected is eager to become the protector.

 

Kanga

Medium monstrosity, neutral good
Armor Class 14
Hit Points 60 (8d8+24)
Speed 45 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 17 (+3) 12 (+1) 15 (+2) 12 (+1)

Skills Acrobatics +6, Insight +4, Religion +5
Damage Vulnerabilities fire, poison
Damage Resistances force, thunder; bludgeoning
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)

Spellcasting. Kanga is a 4th level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 12; +4 to hit with spell attacks). She has the following spells prepared from the cleric’s spell list:

Cantrips: guidance, light, spare the dying
1st-level (4 slots): bless, cure wounds, healing word, sanctuary
2nd-level (3 slots): calm emotions, silence

Standing Leap. Kanga’s long jump is up to 20 feet and her high jump is up to 10 feet, with or without a running start.

 

ACTIONS

Multiattack. Kanga attacks twice with her unarmed strike.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

evil roo

Roo

Tiny monstrosity, chaotic neutral
Armor Class 16 (leather)
Hit Points 90 (20d4+40)
Speed 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 15 (+2) 13 (+1) 8 (–1) 16 (+3)

Saving Throws Str +4, Int +4, Wis +2
Skills Acrobatics +11, Deception +6, Insight +5, Intimidation +9, Stealth +8
Damage Vulnerabilities fire, poison
Damage Resistances force, psychic, thunder; bludgeoning
Senses passive Perception 9
Languages Common
Challenge 8 (3,900 XP)

Bestow Resolve. Roo can use a bonus action to grant 6 temporary hit points to a creature within 60 feet that is able to see him. A creature can only benefit from Bestow Resolve once every 24 hours.

Evasion. If Roo is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Gang Leader. Roo is accompanied by 3 Thugs that are willing to die to defend him.

Leader’s Orders (3/Round). Whenever a creature Roo can see within 60 feet makes an attack roll or a saving throw, he can choose to roll a d4 and add the number rolled to the attack roll or saving throw.

Nimble Escape. Roo can take the Disengage or Hide action as a bonus action on each of his turns.

Sneak Attack (1/Turn, 4d6). Roo deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Roo’s that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Standing Leap. Roo’s long jump is up to 10 feet and her high jump is up to 5 feet, with or without a running start.

Tweaker. Roo is constantly taking stimulants that give him advantage on initiative checks, Strength (Athletics) checks, and saving throws to resist being charmed or frightened.

 

ACTIONS

Multiattack. Roo attacks three times.

Dagger (6). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.

 

REACTIONS

Uncanny Dodge. When an attacker that Roo can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

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