Medium humanoid, neutral evil
- Armor Class
- 18 (natural armor)
- Hit Points
- 143 (22d8 + 44)
- Speed
- 35 ft.
- Challenge
- 9 (5,000 XP)
- Saving Throws
- Con +6, Str +9
- Skills
- Athletics +9, Perception +6, Intimidation +5
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 16
- Languages
- any one language (usually Common), Abyssal, Draconic
Traits
Sekelok rerolls a failed saving throw.
As a bonus action, Sekelok can regain 20 hit points.
Sekelok has advantage on saving throws against spells and other magical effects.
Actions
Sekelok makes three attacks with its greatsword or its shortbow.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if Sekelok has more than half of its total hit points remaining.
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Sekelok has more than half of its total hit points remaining.
Spellcasting
Sekelok's innate spellcasting ability is Charisma (spell save DC 13). Sekelok can innately cast the following spells, requiring no material components: