Serpopard
Large Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed walk +30
Challenge 4
Skills Stealth +5, Perception +3
Damage Vulnerabilities False
Damage Resistances poison
Damage Immunities False
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages —
Special Abilities
Coastal Camouflage. The serpopard has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or swampy terrain.
Sinuous Strikeback. The serpopard gets two extra reactions that can be used only for opportunity attacks.
Actions
Multiattack. The serpopard makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Musk (Recharges after a Short or Long Rest). The serpopard releases foul-smelling musk in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 hour or until it spends 10 minutes washing off the musk. On a success, a creature takes half the damage and isn't poisoned. While a creature is poisoned in this way, any creature that starts its turn within 5 feet of the poisoned creature must succeed on a DC 13 Dexterity saving throw or be poisoned until the end of its turn.
Source: Tome of Beasts 2023 · OGL/Open