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<title>Serpopard</title>
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<h1>Serpopard</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>Unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 85 (10d10 + 30)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 322</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>17 (+3)</td>
<td>16 (+3)</td>
<td>16 (+3)</td>
<td>2 (-4)</td>
<td>12 (+1)</td>
<td>6 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> Perception +3, Stealth +5</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> False</li>
<li><strong>Damage Resistances:</strong> poison</li>
<li><strong>Condition Immunities:</strong> poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Coastal Camouflage:</strong> The serpopard has advantage on Dexterity (Stealth) checks made to hide in sandy, muddy, or swampy terrain.</li>
<li><strong>Sinuous Strikeback:</strong> The serpopard gets two extra reactions that can be used only for opportunity attacks.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The serpopard makes one Bite attack and two Claw attacks.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage.</li>
<li><strong>Claw:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</li>
<li><strong>Musk (Recharges after a Short or Long Rest):</strong> 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.</li>
</ul>
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