Getting More from 5E D&D Monsters — Kangoram
Kangorams make spirited mounts. These bipedal creatures reach heights over 10 feet tall and their powerful legs mimic the bounding gait of part of their namesake while thick skulls and curling horns belie the other half. A ridge of bony plates runs down their back to the tip of their tail, which they balance on to deliver powerful kicks. Druids who understand these unusual beasts know the way to train them as a powerful mount lies in steering them away from their forward focus to exert control. These beast monsters appear in Chimes of Discordia: Fantastical Mounts, one of the digital fifth edition Dungeons & Dragons products we create for Patreon supporters and later for Nerdarchy the Store. Here you’ll find expanded 5E D&D content inspired by these exotic beast creatures along with the stat block as it appears in the book ready to drop into your games.
Kangoram for 5E D&D
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 42 (5d12 +10)
Speed 60 ft.
- Strength 19 (+4)
- Dexterity 16 (+3)
- Constitution 14 (+2)
- Intelligence 4 (-3)
- Wisdom 12 (+1)
- Charisma 10 (+0)
Skills Athletics +6, Perception +3
Senses passive Perception 13
Challenge 2 (450 XP)
Charge. If the kangoram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 12 (2d8 + 4) bludgeoning damage.
Optional Traits and Actions
Making these changes does not affect the challenge rating of kangoram except when a creature is mounted on one then it becomes CR 3 (700 XP).
Forward Focus. The kangoram doesn’t provoke an opportunity attack on itself or a creature riding it as a mount when it moves out of an enemy’s reach.
Bred for the Saddle. A creature riding the kangoram has advantage on weapon attacks made while mounted.
Defensive Bound. When targeted by a melee attack, the kangoram can take a reaction to move up to half its speed in a straight line.
New 5E D&D magic item
This magic item is inspired by the kangoram monster found in Chimes of Discordia: Fantastical Mounts.
Armor, rare (requires attunement)
You have a +1 bonus to AC while wearing this armor.
This magical armor appears as a helmet fashioned in the likeness of a kangoram’s curved horns and a series of interconnected metal plates hang from the back. When you attune to the helm the plates shift and move to cover your back and torso and lock into place. Once you put it on, it can’t be removed unless you choose to do so.
While wearing the armor all kangoram are considered trained when you make Wisdom (Animal Handling) checks to control a kangoram and you have advantage on the check.
In addition if you move at least 20 feet straight toward a target and then hit it with a melee attack on the same turn the target takes an extra 2d6 bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Kangoram adventure hooks
- A terrified survivor relates the brutality of a warlord named Dagmar Stelgaard whose fearsome warband is even more aggressive than ever. The band’s warpriest Sigmund Halvar obtained a powerful totem and the power of this magical armor drives them to greater violence and bolder action. Can anyone put a stop to the warband?
- A big game hunter plans an excursion to hunt wild kangogram and add a new trophy to their hunting lodge. Characters may have never even heard of such an exotic beast. This hunter is even willing to pay a premium to acquire one, even if they do not kill the beast themselves. The bony plates along a kangoram’s back are also valued for their strength, and skilled crafts people can utilize the material to create a variety of implements. A legendary weapon maker named Varguur might be able to create special weapons from a kangoram — he’s done it plenty of times with Remorhaz Spine Swords and the like!
This content gets more out of monsters from our digital products to enhance those experiences and introduce fun new stuff to your 5E D&D games. When you sign up for Nerdarchy the Newsletter you’ll get $9.99 in store credit you can use to pick up Chimes of Discordia: Fantastical Mounts and anything else to drop right into your game. You’ll also receive a free gift! Sign up for weekly news, views and homebrews right to your inbox and snag all those benefits here.
*Featured image — The kangoram as seen in Chimes of Discordia: Fantastical Mounts. [Art by Chirun]