Serpopard

Large beast, Unaligned

Armor Class

15 (natural armor)

Hit Points

85 (10d10+30)

Speed

walk 40 ft., swim 30 ft.

Skills

Perception +3, Stealth +5

Damage Resistances

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

-

Challenge

4

Swamp Stealth

The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain.

Sinuous Strikeback

The serpopard can take any number of reactions in a round, but it can react only once to each trigger.

Actions

Multiattack

The serpopard makes two bite attacks and two claw attacks.

Bite

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claw

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Musk (Recharges after a Short or Long Rest)

The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap.

Serpopard

Large beast, Unaligned

Armor Class

12

Hit Points

52 (7d10+14)

Speed

walk 40 ft.

Skills

Perception +3, Stealth +6

Challenge

3

Keen Smell

The serpopard has advantage on Wisdom (Perception) checks that rely on smell.

Pounce

If the serpopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the serpopard can make one bite attack against it as a bonus action.

Actions

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.