Medium humanoid, chaotic evil
- Armor Class
- 15 (hide armor)
- Hit Points
- 117 (18d8 + 36)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
STR
16
+3
DEX
16
+3
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
16
+3
- Skills
- Stealth +6, Survival +5, Athletics +6, Perception +5, Intimidation +6
- Senses
- darkvision 60 ft., passive Perception 15
- Languages
- Common
Traits
Blood Frenzy.
Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Indomitable (3/Day).
Isarr can reroll a saving throw he fails. He must use the new roll.
Keen Hearing and Smell.
Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack.
Isarr makes three melee attacks.
Sickle.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus 13 (2d12) piercing damage if the target has no allies it can see within 10 feet of it.
Heavy Crossbow.
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.