The second kangaroo mashup makes its appearance, this time in the form of the benign dolphiroo (which sounds like a cookie the Sea Scouts would try to sell). This ties the kangaroo with the shark and the spider for most mashups thus far today, which might mean that an "arachniroo" will certainly show up later. (Not so) sadly, I couldn't find an image for such a creature. Find out what the next monster is in 60 minutes!
This creature, comprised of dolphin head and torso (including the front flippers) and a kangaroo from the pouch down to the hindquarters and tail, gives a toothy grin.
Dolphiroo CR 3
NG Medium magical beast (aquatic)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +4
Speed 40 ft., swim 60 ft.
Melee kick +6 (2d4+2 plus trip) and slam +6 (1d8+2)
Spell-Like Abilities (CL 4th; concentration +6)
Str 14, Dex 15, Con 13, Int 7, Wis 16, Cha 14
Base Atk +4; CMB +6 (+8 bull rush); CMD 18 (20 vs. bull rush)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics +6 (+10 jump), Perception +7, Swim +15
Environment any ocean
Organization solitary, pair, or pod (3–16)
Rarely, monster creators plan something other for their creations beyond acting as killing machines or to satisfy morbid curiosity. In the case of the dolphiroos, their makers designed them to help others on land and in the sea. The creatures are friendly and especially shine in cases where they must rescue someone from drowning, using their powerful legs to propel them toward the rescuee. Dolphiroos defend themselves when attacked and use their kicks and hydraulic push to drive away attackers.