> [!note| no-i c-brown bg-brown table-clean] # Ser Jon Ildydayne
> | AC | HP | HD | MV
> | :-: | :-: | :-: | :-: |
> | 18 | 82 | `dice: 10d8+10` | 30 |
>
> | Str | Dex | Con | Int | Per | Wil | Cha | Luc |
> | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
> | 17 (+3) | 15 (+2) | 16 (+2) | 8 (-1) | 14 (+1) | 15 (+2) | 10 (0) | 10 |
>
> > [!note|no-i bg-gray no-t]
> > - ***Dusk* (2):** `dice: 2d8+4`and crit on 18-20, and target must make a *Luck* (Str) save or their weapon is shattered if weaker than Ildirian steel.
> > - **Charger:** When Ser Jon takes the charge action, enemies do not gain the usual +2 attack bonus against him, and if he hits, the target must make a *Luck* (Str) save or be knocked *[[Prone]]* and/or pushed a short distance.
> > - **Bloodletter:** Rolls double the usual number of melee damage dice.
> > - **Heavy Traits:**
> > - **Quick:** PCs must roll a Great Success on their Initiative check to go before Ser Jon.
> > - **More HP:** Increase HP by 50%.
> > - **Stronger Luck:** Ser Jon 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).
> > - **Major Exploit Protection:** Ser Jon is immune to Major Exploits until *[[Wounded]]*.
> > - **Nat 18-20:** *Blade Trauma* `dice: 1d10+2`or disarm, and target's weapon is shattered if weaker than Ildirian steel.
> >
>
>
> | Number Appearing | Reaction |
> | :-: | :-: |
> | 1 | NA |