Medium undead, Lawful Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 112 (15d8 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) |
| Saving Throws | Con +6, Wis +5 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | poison |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | understands the languages it knew in life but can't speak |
| Challenge | 7 |
If damage reduces Sarlamir to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, Sarlamir drops to 1 hit point instead.
Sarlamir doesn't require air, food, drink, or sleep.
Sarlamir makes three Enervating Blade or Throwing Axe attacks in any combination.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Sarlamir's next turn.
Melee or Ranged Attack Roll: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.