Medium humanoid (human), Chaotic Evil
| Armor Class | 15 (hide armor) |
|---|---|
| Hit Points | 117 (18d8 + 36) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +6, Intimidation +6, Perception +5, Stealth +6, Survival +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 15 |
| Languages | Common |
| Challenge | 8 |
Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Isarr can reroll a saving throw he fails. He must use the new roll.
Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Isarr makes three melee attacks.
Melee Attack Roll: +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.
Ranged Attack Roll: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.