Sources
CR
Type
Size
Alignment
Movement

Sekelok

Medium Humanoid (yuan-ti), Neutral Evil

Armor Class 18 (natural armor)
Hit Points 143 (22d8 + 44)
Speed 35 ft.
STR
20
+5
DEX
15
+2
CON
14
+2
INT
10
+0
WIS
14
+2
CHA
12
+1
Saving Throws STR +9, CON +6
Skills Athletics +9, Intimidation +5, Perception +6
Damage Immunities poison
Condition Immunities Poisoned
Senses passive Perception 16
Languages any one language (usually Common), Abyssal, Draconic
Challenge 9 (5,000 XP)

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.

Magic Resistance. <$title_short_name$> has advantage on saving throws against spells and other magical effects.

Spellcasting

Innate Spellcasting. <$title_short_name$>'s innate spellcasting ability is Charisma (spell save DC <$spell_dc__cha$>). <$title_short_name$> can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only), poison spray

3/day each: suggestion

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.