Isarr Kronenstrom

Icewind Dale: Rime of the Frostmaiden p. 307

Size
Medium
Type
humanoid (human)
Alignment
chaotic evil
AC
15 (hide armor)
Hit Points
117 (18d8+36)
Speed
walk 30 ft.
Skills
Athletics +6, Intimidation +6, Perception +5, Stealth +6, Survival +5
Senses
darkvision 60 ft.
Passive Perception
15
Languages
Common
Challenge
8
STR
16
+3
DEX
16
+3
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
16
+3

Traits

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.

recharge

3/DAY

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.

Other data

description

The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.

Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him.