> [!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 |