Medium humanoid, neutral evil
- Armor Class
- 15 (chain shirt)
- Hit Points
- 24 (3d8)
- Speed
- 30 ft.
- Challenge
- 1/2 (100 XP)
- Skills
- Stealth +4, Perception +2
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Elvish, Undercommon
Traits
Ishel has advantage on saving throws against being charmed, and magic can't put Ishel to sleep.
While in sunlight, Ishel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Spellcasting
Ishel's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: