Special Equipment. Seklaz wields both a +2 trident and carries a sekolahian worshiping statuette.
Blood Frenzy. Seklaz has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Brute. A melee weapon deals one extra die of its damage when Seklaz hits with it (included in the attack).
Limited Amphibiousness. Seklaz can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. Seklaz can magically command any shark within 120 feet of her, using a limited telepathy.
Multiattack. Seklaz makes two melee attacks: one with her bite and one with her claws or trident.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 4) slashing damage.
+2 Trident. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, Seklaz can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Seklaz. A creature can benefit from only one Leadership die at a time. This effect ends if Seklaz is incapacitated.
Parry. Seklaz adds 3 to her AC against one melee attack that would hit her. To do so, Seklaz must see the attacker and be wielding a melee weapon.
Description
The initial attack against the lizardfolk and the subsequent occupation of the fortress were Baroness Seklaz's doing. She is a cunning war strategist and has a measure of patience that serves her well. Seklaz has an excellent relationship with the high priestess Thadrah, with whom she shares an unwavering devotion to Sekolah.