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. Sekelok has advantage on saving throws against spells and other magical effects.

Spellcasting

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

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.