> [!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 |