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Isarr Kronenstrom

Medium humanoid (human), Chaotic Evil

Armor Class 15 ({@item hide armor|PHB})

Hit Points 117 (18d8 + 36)

Speed 30 ft.

STR 16 (+3)
DEX 16 (+3)
CON 15 (+2)
INT 14 (+2)
WIS 15 (+2)
CHA 16 (+3)

Skills Athletics +6, Intimidation +6, Perception +5, Stealth +6, Survival +5

Senses darkvision 60 ft., passive Perception 15

Languages Common

Challenge 8

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.

Source

IDRotF, p. 307