Monster
Sekelok
Outside your table’s allowed sources
Official reference · ToA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 18 (natural armor)
- Hit points
- 143 (22d8 + 44)
- Speed
- Walk 35 ft.
- Challenge rating
- 9
- Alignment
- Neutral Evil
- Strength
- 20
- Dexterity
- 15
- Constitution
- 14
- Intelligence
- 10
- Wisdom
- 14
- Charisma
- 12
- Passive Perception
- 16
- Saving Throws
- str: +9; con: +6
- Skills
- athletics: +9; intimidation: +5; perception: +6
- Senses
- darkvision 60 ft.
- Languages
- any one language (usually Common), Abyssal, Draconic
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
Indomitable (2/Day)
Sekelok rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest)
As a bonus action, Sekelok can regain 20 hit points.
Sekelok has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Sekelok makes three attacks with its greatsword or its shortbow.
Greatsword
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.
Shortbow
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.
Innate Spellcasting
Sekelok's innate spellcasting ability is Charisma (spell save DC 13). Sekelok can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only), poison spray
3/day each: suggestion