Seropard
Huge • Beast • Unaligned
Armor Class 15
Hit Points 85 (9d12 + 27)
Speed 50 ft., climb 20 ft.
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 18 (+4) | 16 (+3) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages –
CR 5 (XP 1,700; PB +3)

Running Leap. With a 10-foot running start, the seropard can long jump up to 30 feet.
ACTIONS
Multiattack. The seropard makes one Bite attack and one Kick attack.
Bite. Melee Weapon Attack: +7, reach 15 ft. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 15). If the target is a Medium or smaller creature, the seropard can, as part of this attack, immediately end the grapple and throw the target up to 10 feet in a direction of its choice. A target is knocked prone at the end of this movement.
Kick. Melee Weapon Attack: +7, reach 10 ft. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is knocked prone, Constitution Saving Throw: DC 15. Failure: The target is incapacitated until the end of its next turn.
BONUS ACTIONS
Sprint. The seropard moves up to its speed in a straight line.
REACTIONS
Tail. Trigger: The seropard is hit by an attack from a creature within 15 feet of it. Response – Dexterity Saving Throw: DC 15, the attacker. Failure: 7 (1d6 + 4) bludgeoning damage.
Seropard
Huge • Beast • Unaligned
Armor Class 14
Hit Points 42 (5d12 + 10)
Speed 50 ft., climb 20 ft.
Initiative +5 (15)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 14 (+2) | 3 (-4) | 10 (+0) | 7 (-2) |
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages –
CR 2 (XP 450; PB +2)

Running Leap. With a 10-foot running start, the seropard can long jump up to 30 feet.
ACTIONS
Multiattack. The seropard makes one Bite attack and one Kick attack.
Bite. Melee Weapon Attack: +5, reach 15 ft. Hit: 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 13). If the target is a Medium or smaller creature, the seropard can, as part of this attack, immediately end the grapple and throw the target up to 10 feet in a direction of its choice. A target is knocked prone at the end of this movement.
Kick. Melee Weapon Attack: +5, reach 10 ft. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is knocked prone, Constitution Saving Throw: DC 13. Failure: The target is incapacitated until the end of its next turn.
BONUS ACTIONS
Sprint. The seropard moves up to its speed in a straight line.
REACTIONS
Tail. Trigger: The seropard is hit by an attack from a creature within 15 feet of it. Response – Dexterity Saving Throw: DC 13, the attacker. Failure: 5 (1d4 + 3) bludgeoning damage.
Seropard
Huge • Beast • Unaligned
Armor Class 16
Hit Points 136 (13d12 + 52)
Speed 50 ft., climb 20 ft.
Initiative +8 (18)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 20 (+5) | 18 (+4) | 3 (-4) | 14 (+2) | 7 (-2) |
Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages –
CR 8 (XP 3,900; PB +3)

Running Leap. With a 10-foot running start, the seropard can long jump up to 30 feet.
ACTIONS
Multiattack. The seropard makes one Bite attack and one Kick attack.
Bite. Melee Weapon Attack: +8, reach 15 ft. Hit: 27 (5d8 + 5) piercing damage, and the target is grappled (escape DC 16). If the target is a Medium or smaller creature, the seropard can, as part of this attack, immediately end the grapple and throw the target up to 10 feet in a direction of its choice. A target is knocked prone at the end of this movement.
Kick. Melee Weapon Attack: +8, reach 10 ft. Hit: 19 (4d6 + 5) bludgeoning damage. If the target is knocked prone, Constitution Saving Throw: DC 16. Failure: The target is incapacitated until the end of its next turn.
BONUS ACTIONS
Sprint. The seropard moves up to its speed in a straight line.
REACTIONS
Tail. Trigger: The seropard is hit by an attack from a creature within 15 feet of it. Response – Dexterity Saving Throw: DC 16, the attacker. Failure: 12 (2d6 + 5) bludgeoning damage.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
