Sarevok

Medium humanoid (human), neutral evil

Armor Class

21 (plate armor of Bhaal)

Hit Points

119 (14d8 + 56)

Speed

walk 30 ft.

Saves

Con +9, Wis +8

Skills

History +5, Intimidation +12, Religion +5

Damage Immunities

poison

Condition Immunities

charmed, frightened, poisoned

Senses

darkvision 60 ft.

Languages

Abyssal, Common, Infernal

Challenge

15

Magic Resistance

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

Spellcasting

Sarevok is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Sarevok has the following cleric spells prepared: • Cantrips (at will): sacred flame, thaumaturgy • 1st level (4 slots): command, guiding bolt, shield of faith • 2nd level (3 slots): hold person, silence, spiritual weapon • 3rd level (3 slots): animate dead, dispel magic • 4th level (3 slots): divination, guardian of faith • 5th level (2 slots): contagion, insect plague • 6th level (1 slot): harm

Rejuvenation

If Sarevok is killed he gains a new body in 24 hours, regaining all his hit points and becoming active again. The new body appears on the altar of the temple of Bhaal beneath Baldur's Gate. This ability ceases to function if a cleric of good alignment casts the spell hallow on the altar in the temple of Bhaal.

Actions

Multiattack

Sarevok can cast a spell and make one attack with his long sword.

Long Sword

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5)if wielded in two hands. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed by Bhaal. The cursed target can't regain hit points. The curse lasts until removed by the remove curse spell or other magic.

Assassin's Strike

Sarevok makes an attack with his long sword. If he hits the target and has advantage on the attack roll, then he deals an additional 21 (6d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be poisoned for 10 minutes.

Legendary actions

Legendary Actions (3/Turn)

Sarevok can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sarevok regains spent legendary actions at the start of his turn.

Attack

Sarevok makes one attack with his long sword.

Cast Cantrip

Sarevok casts a cantrip from his spell list.

Channel Bhaal's Hate (Costs 2 Actions)

Sarevok unleashes Bhaal's power. Creatures within 30 feet of Sarevok, including ones behind barriers and around corners, can't regain hit points until the end of Sarevok's next turn.