> [!note| no-i c-brown bg-brown table-clean] # Lorst Harrodyn > | AC | HP | HD | MV > | :-: | :-: | :-: | :-: | > | 18 | 144 | `dice: 16d8` | 30 | > > | Str | Dex | Con | Int | Per | Wil | Cha | Luc | > | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | > | 16 (+2) | 17 (+3) | 13 (+1) | 17 (+3) | 12 (+1) | 16 (+2) | 8 (-1) | 15 | > > > [!note|no-i bg-gray no-t] > > - ***Redrain*:** `dice: 2d8+2` crit on 18-20, and target must make a *Luck* (Str) save or their weapon is shattered if weaker than Ildirian steel. Target must also make a *Luck* (Con) save or begin bleeding out (*[[Blade Trauma|Blade Trauma]]* entry 9, `dice: 2d6` damage each turn). > > - **Mantic Dice:** Lorst has `dice: 1d4+1` Mantic Dice at the start of combat; he can use them to reroll any roll in the game. > > - **A Storm of Swords (1):** Lorst makes attacks against up to 5 creatures within Far range and ends his attack within Melee of one of them. Recharges when *[[Wounded]]*. > > - **Mercurial:** Never grants enemies a free attack due to movement, and may use a *Reroll* to turn an enemy’s hit into a miss. > > - **Boss Traits:** > > - **Quick:** PCs must roll a Great Success on their Initiative check to go before Lorst. > > - **Double HP:** Lorst doubles his hit points. > > - **Off Turn Attacks:** Lorst makes Off Turn Attacks (once after each PC). > > - **Major Exploit Protection:** Lorst is immune to Major Exploits until *[[Wounded]].* > > - **Stronger Luck:** Lorst may make a *Luck* save to completely negate (or mitigate, GM’s call) any adverse spell, ability, exploit, or other effect (even if a save is not normally allowed). > > - **Rerolls:** Lorst has `dice: 1d4+1` Rerolls available at the time combat commences. Rerolls may be used for any of his rolls. > > - **Nat 19:** *[[Blade Trauma]]* `dice: 1d10+2`. > > > > > | Number Appearing | Reaction | > | :-: | :-: | > | 1 | NA |