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Senneth - AI-generated fantasy NPC

Senneth

Elf · Wizard, School of Necromancy · Level 15

Senneth

Necromancer, conjurer, and field examiner of unusual remains
“That is not the same as being alive,”
AC15
HP105/105
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, papery edge from years speaking over pumping machinery and dust-choked shelves. It carries easily without booming, and his consonants land with the careful precision of someone dictating labels. When startled, he clips his sentences short; when discussing an experiment, his words accelerate and his breath catches slightly on technical terms.

He speaks in complete, carefully arranged clauses, often naming the evidence before offering an opinion. His work has given him a habit of describing sounds, textures, and measurements with unnerving specificity. He uses plain words for disturbing things and becomes evasive only when the subject is his sister or his own culpability.

Speech patterns

Begins explanations with a concrete observation, then follows it into an unexpectedly philosophical question.
Uses a dead person's name rather than calling them a specimen.
When nervous, adds precise measurements to ordinary conversation.
Says, "That is not the same as being alive," when someone mistakes motion for personhood.

How to play them

Treat him as a serious researcher with a tender streak, not as a kindly eccentric who will excuse every risk. He is forthcoming with useful knowledge if asked directly, but responds poorly to threats against the dead or demands that he raise someone without informed permission. Offering a mystery, an unusual specimen obtained ethically, or help tracking the escaped devil earns his trust.

Goal

Find and bind the escaped devil before it gathers enough stolen names to bargain for a permanent foothold in the mortal world, then learn why it chose those particular dead.

Motivation

To understand what remains of a life without confusing memory, motion, and personhood, and to make sure that his curiosity does not become another person's suffering.

Secret · GM only

Appearance

Senneth has the long, spare frame of someone accustomed to standing at a workbench rather than riding in a saddle. His skin is muted olive with a faint pearlescent cast at the temples; his dark hair is cropped at the jaw and permanently kinked from being tied back under a hood. Fine pale lines of dried alchemical salt crease his knuckles, and his long fingers are stained plum-black from ink and grave-resin. He moves in small, exact adjustments, turning his shoulders sideways to let others pass, then suddenly crossing a room in a silent, swift stride. People remember the way he cups a skull in both hands as tenderly as a sleeping bird, and the faint dry rustle of bone beads at his wrist.

Clothing

A charcoal travel coat lined with waxed linen, a high-collared shirt, and a leather apron with narrow pockets for chalk, forceps, and labeled vials. His cuffs are stitched with small, practical loops for tying back sleeves. He wears no skull ornaments, only a plain cord bracelet with a wooden bead for each person he has failed to save.

Body language

He makes room for other people without noticing he is doing it, folding his elbows close and turning sideways through doorways. When thinking, he presses the pad of his thumb to each fingertip in sequence, as if checking an invisible set of beads. Around the dead, his posture softens; around a devil, he plants his feet and keeps one hand visibly empty.

Height
6 feet 1 inch
Build
Lean and long-limbed, with a slight forward stoop from years bent over specimens.
Eyes
Dark hazel, with amber flecks that show clearly in lamplight.
Hair
Dark brown, nearly black, with a few silver strands at the temples.
Skin
Muted olive with a faint pearlescent sheen at the temples.
Age
Adult elf, 173 years old; in elven terms, still considered young enough to be impatient.
Gender
Male
Size
Medium

Distinguishing features

His fingertips are darkened by grave-resin and ink, with nail beds polished smooth from handling tiny bones.
He wears a bracelet of wooden beads, one for each person he failed to save.
His sleeve pockets contain carefully labeled vials of soil from burial places, each marked with a date and consent note.
Unexpected for a necromancer: he carries a little packet of sugared fennel and offers it to anyone who looks faint.

Personality

12 traits and drives

Senneth is gentle with frightened people and unsentimental about bad evidence. He enjoys the strangeness of the dead with the delight of a naturalist, yet refuses to call a moving corpse a returned person. In company he is considerate to the point of self-erasure; alone at his workbench he becomes brisk, exacting, and difficult to interrupt. He can be generous with knowledge but guarded about his own grief.

Alignment
Neutral Good

Quirks

Asks an animal's skeleton for permission before moving it, then pauses as if waiting for an answer.
Arranges his writing tools from shortest to longest whenever a conversation turns uncomfortable.
Taps a glass jar twice before opening it, even when it contains nothing alive.
Keeps a tally of interesting deaths by weather rather than by cause.
Offers fennel sweets to people who look faint, then forgets to eat one himself.

Habits

Writes the deceased's name and known pronouns on a slate before touching their remains.
When fascinated, forgets meals and answers questions with another question.
In danger, places himself between a threatened corpse and anyone who would desecrate it, even if the living are more sensible to protect.
After every summoning, inspects the boundary chalk for a single interrupted mark before speaking to the entity.

Traits · 3

He is patient with grief but impatient with imprecise claims.
He can be warmly hospitable and then abruptly clinical when a fascinating problem appears.
He cares deeply about consent, though his confidence in his own judgment sometimes makes him forget to ask the living.

Flaws · 3

Curiosity can make him treat a dangerous question as more urgent than the people standing nearby.
He withholds uncomfortable facts until he has a complete explanation, which often makes others feel manipulated.
He believes careful procedure can contain risks that are partly emotional and social, not merely magical.

Fears · 3

That one of his experiments will reproduce a person's movements convincingly enough to deceive their family.
That Krevask will use the stolen grimoire to summon something he cannot send back.
That Nerys's failed restoration was not his last attempt to make grief obey him.

Wants and needs · 3

Help locating the escaped devil without alerting the entire settlement.
A witness who can challenge his assumptions before another experiment crosses an ethical line.
Time to research Nerys's death without turning her remains into a test.

Combat

AC 15 · HP 105 · 30 ft.

Prefers to win space and time rather than trade blows. He opens with control such as wall of force, slow, or web, uses summoned creatures to divide the field, and keeps a ward active when possible. He targets enemy spellcasters and anyone threatening a protected body. He avoids using animate dead on unwillingly obtained remains, and will retreat if allies can be rescued more safely than a fight can be won.

Senneth

Medium humanoid (elf), neutral good
Armor Class15
Hit Points105
Speed30 ft.
Level15
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaInvestigationHistoryMedicinePerception
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Elvish,
Infernal,
Abyssal,
Draconic
Elf. darkvision 60 feet, Fey Ancestry, and Trance.
Arcane Ward. Custom feature. When Senneth casts an abjuration spell of 1st level or higher, a ward forms with 30 hit points. Damage to Senneth is taken by the ward first. The ward regains hit points when he casts another abjuration spell, equal to twice the spell's level, to a maximum of 30.
Spellcasting. 15th-level wizard, spell save , spell attack bonus +10. His spellbook contains the listed prepared spells and other ritual notes.
Undead Thralls. Senneth can animate an additional corpse with each casting of animate dead and his undead have improved durability and attack strength, as the School of Necromancy feature.
Custom feature, Patient Summoner. When Senneth conjures a creature, he can use a bonus action to give it a short instruction it can understand, even if he cannot speak its language.

Spells

Grave-Siphon (cantrip, necromancy). At will. A mote of necrotic energy deals necrotic damage to one creature on a ranged spell attack; Senneth regains hit points equal to half the damage dealt. Custom spell, not an official cantrip.
Mage Hand (cantrip, conjuration). At will. A spectral hand manipulates objects, opens unlocked doors, or delivers a touch spell.
Fire Bolt (cantrip, evocation). At will. A creature makes a Dexterity saving throw or takes fire damage.
Minor Illusion (cantrip, illusion). At will. He creates a small sensory effect such as a sound, scent, or harmless image.
Chill Touch (cantrip, necromancy). At will. A creature makes a Constitution saving throw or takes necrotic damage and cannot regain hit points until the start of Senneth's next turn.
Mage Armor (level 1, abjuration). 1st level, 4 slots. A warding field protects Senneth from attacks and grants advantage on saving throws against spells.
Shield (level 1, abjuration). 1st level, 4 slots. A reaction that increases AC by 5 until the start of his next turn and protects against magic missile.
Gentle Repose (level 1, necromancy). 1st level, 4 slots. A corpse or other remains are protected from decay and cannot become undead for the duration.
See Invisibility (level 2, divination). 2nd level, 3 slots. Detects the presence and location of undead within range.
Web (level 2, conjuration). 2nd level, 3 slots. Creates a web of sticky strands that restrains creatures in an area.
Animate Dead (level 2, necromancy). 2nd level, 3 slots. Animates bones or corpses as undead servants, subject to the spell's normal limits.
Summon Shadowspawn (level 3, conjuration). 3rd level, 3 slots. Summons a spectral hand that can manipulate objects, deliver spells, or provide other assistance.
Darkness (level 3, evocation). 3rd level, 3 slots. Creates a 20-foot-radius sphere of magical darkness that spreads around corners.
Counterspell (level 3, abjuration). 3rd level, 3 slots. Creates a wall of force that can divide the battlefield or contain a threat.
Summon Aberration (level 4, conjuration). 4th level, 3 slots. Summons an aberrant spirit to fight at his direction. Its form and abilities depend on the chosen manifestation.
Confusion (level 4, enchantment). 4th level, 3 slots. A creature makes a Wisdom saving throw or becomes charmed and incapacitated while Senneth maintains concentration.
Summon Elemental (level 5, conjuration). 5th level, 2 slots. Summons an elemental spirit to fight at his direction.
Wall of Stone (level 5, evocation). 5th level, 2 slots. Creates a wall of stone that can seal passages or divide the battlefield.
Wall of Force (level 6, evocation). 6th level, 1 slot. Creates a barrier of force that cannot be physically passed or dispelled by ordinary means.
Circle of Death (level 6, necromancy). 6th level, 1 slot. A creature makes a Constitution saving throw or suffers severe necrotic damage and reduced maximum hit points.
Sequester (level 7, transmutation). 7th level, 1 slot. Creates a permanent, guarded demiplane suitable for carefully controlled storage or containment.
Demiplane (level 8, conjuration). 8th level, 1 slot. Creates a demiplane that can hold creatures or objects within an extradimensional space.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if used with two hands. The staff is not magical.
Spellcasting. Senneth casts one of his prepared spells. His spell save DC is 18 and his spell attack bonus is +10. He can cast a cantrip at will. His spell slots are: 1st level 4, 2nd level 3, 3rd level 3, 4th level 3, 5th level 2, 6th level 1, 7th level 1, and 8th level 1.
Grave-Siphon. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: necrotic damage. Senneth regains hit points equal to half the damage dealt. This is a custom necromantic cantrip-like action usable at will, not an official spell.

Reactions

Arcane Ward. When Senneth takes damage while his Arcane Ward has hit points, the ward absorbs the damage first. If it is reduced to 0 hit points, Senneth takes any remaining damage.
Shield. When a creature Senneth can see targets him with an attack, he casts shield, adding 5 to his AC until the start of his next turn, including against the triggering attack. Uses a 1st-level spell slot.

Services they sell

Identify unusual remains and distinguish mundane animation from undead or other magical effects.
Provide a secure, respectful preservation space for a body while its kin make arrangements.
Research necromantic, conjuration, or planar phenomena, provided the request does not require harming an unwilling person.

Rewards they can give

A carefully documented answer about a local haunting or unusual corpse, if the party helps him investigate ethically.
A scroll of gentle repose or another suitable spell from his notes, offered to protect a body while its family decides what to do.
Access to his field library and a safe place to rest in the pumping station.

Equipment

  • Ashwood staff (weapon and arcane focus)A plain ashwood staff used as a walking aid and focus; not magical.
  • Oilcloth spellbook (arcane equipment)His spellbook is bound in oilcloth and indexed by subject, not spell school. Several pages are devoted to failed experiments and their ethical limits.
  • Containment ring (arcane focus)A silvered brass ring etched with containment marks, used as an arcane focus for his conjurations.
  • Field examination kit (tools)A small kit of chalk, forceps, waxed thread, labels, and preservation salts.
  • Sugared fennel (personal item)A sealed packet of fennel sweets, usually given away before he remembers to eat any himself.

Possessions

A well-indexed spellbook with a section on failed experiments.
A bracelet of wooden beads, one for each person he failed to save.
A labeled collection of soil samples from burial sites.
A field examination kit and several sealed specimen jars.

Background

Senneth grew up among the reed-cutters of a drowned valley, where families kept the bones of their dead above flood level in little cedar boxes. As a child he learned to identify relatives by the tiny repairs made to their teeth and joints. He became a wizard to understand what life left behind, not to conquer death. His turning point came during the Brackwater fever: his sister, Nerys, died while he was away studying in a distant city. He tried to restore her with a hurried, badly bounded rite. The body rose, but the person did not. He ended the spell himself and has never pretended that the result was his sister. Since then, he studies the dead as evidence and companions, never as property, and records every name before attempting animation. He now keeps a workshop in a drained pumping station near the settlement locals call the Sedge-Rot, named for the smell that lingers there after the thaw. His former tutor, Krevask, insists Senneth owes him a forbidden grimoire; a young marsh guide, Ildra, regularly brings him unusual remains and argues with him about what counts as consent. Recently, a small devil he summoned for a controlled interview escaped its circle and began buying the names of the dead from local mourners. Senneth is trying to find it before the community learns how much of the breach was his fault.

Role in the story

A morally earnest but dangerously curious ally, source of necromantic knowledge, and potential suspect in a local infernal crisis. He can help the party understand unusual undead, but his concealed role in the devil's escape may make trust difficult.

“As a child he learned to identify relatives by the tiny repairs made to their teeth and joints.”
From their background
Faction
No formal faction. He is tolerated by the Sedge-Rot's marsh families and remains in strained correspondence with his old university's Department of Arcane Inquiry.

Known connections

Nerys, his dead sister, whose name he keeps in the first page of every notebook.
Ildra, a marsh guide and supplier of unusual remains, who believes he is kinder than he admits but resents his habit of making decisions for everyone.
Krevask, his former tutor, who claims Senneth stole an infernal-conjuration grimoire and now wants it back.
The Sedge-Rot's residents, who tolerate his work because he helped them through the fever and repairs their flood pumps without charge.
Major secret · GM only
Minor secrets · GM only

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