15 (hide armor)
117 (18d8+36)
walk 30 ft.
Athletics +6, Intimidation +6, Perception +5, Stealth +6, Survival +5
darkvision 60 ft.
Common
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 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.
Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.