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Matthijs - AI-generated fantasy NPC

Matthijs

Human with custom Tatzelwurm draconic bloodline · Untrained survivor · Level 0

Matthijs

Member of Reed and Ember; former American GIS analyst and current route-finder for displaced travelers in the French Alps.
“What do we know for certain?”
AC11
HP8/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“My body changed. That doesn”
From how they speak

Voice

A lower, resonant voice that still surprises him when he hears it returned from stone or snow. Years of technical presentations gave him a habit of placing important words carefully; mountain air has made his delivery a little rough around the edges. He does not sing his words or soften his anger into politeness.

He speaks fluent English with the cadence of an American who has spent years discussing maps and infrastructure, now carried by a lower voice and an acquired local French accent when speaking French. His consonants are clear and his sentences tend to arrive in orderly steps. When tired, his words flatten into clipped practical notes; when making a point about boundaries, he becomes direct rather than loud.

Speech patterns

Uses short, practical sentences when planning, then adds careful qualifications when a decision affects someone's safety.
Often asks, "What do we know for certain?" before acting on a rumor.
When someone confuses adjustment with consent, he says exactly what he means: "My body changed. That doesn't mean I agreed to everything it does."
Makes understated, dry observations when tired, usually about weather, bad routes, or inadequate provisions.

How to play them

Begin with practical questions and offer clear choices rather than prying into his transformation. He responds well to honesty, shared tasks, and people who respect his boundaries. If the party is considerate, he may share useful maps and hard-won observations. If they insist that his new body settles who he must be, he becomes blunt and withdraws trust.

Goal

Find the other members of the original group, keep Reed and Ember functioning, and discover what caused the transformation without surrendering his memories or agency.

Motivation

Preserve the group's bonds and his own continuity while learning how to live in a body and a society that are both new to him.

Secret · GM only

Appearance

A handsome young man with a weather-reddened face, a straight nose, and a steady, assessing gaze. His body is taller and more powerfully built than the one he remembers, and he still occasionally misjudges doorways, pack straps, and his own reach. His hands are unusually noticeable: broad-palmed, with short, clean nails and fine pale scales along the outer edges that catch light like tiny chips of mica. He keeps his thick dark hair meticulously combed and trimmed, an unexpectedly deliberate grooming habit for a cold-soaked mountain wayfinder. He moves with a careful, slightly guarded economy, as if taking measurements of every room before trusting it.

Clothing

A patched charcoal wool coat over a rust-colored sweater, sturdy trousers, gaiters, and scuffed mountain boots. He wears a borrowed local scarf and keeps a folded map tucked inside his coat against the weather.

Body language

He holds his shoulders as if guarding a pack that is not there, then relaxes when offered a useful task. His gaze tracks routes, hands, and exits. When angered, he plants his feet and speaks directly rather than looming or posturing. He sometimes flexes his fingers as if still learning the new span and strength of his hands.

Height
About 6 feet 1 inch (185 cm).
Build
Tall for a young man, broad-shouldered and healthy, with practical strength that still feels unfamiliar to him.
Eyes
Hazel brown with amber flecks.
Hair
Dark brown, nearly black.
Skin
Fair, weather-reddened across the nose and cheeks.
Age
About eighteen in his current body; his remembered life before the incident was that of an adult American woman.
Gender
Man; he understands himself as male.
Size
Medium

Distinguishing features

Fine, mica-like scales along the outer edges of his broad hands.
Keeps his dark hair carefully combed and trimmed, even when the rest of his clothes are muddy.
His eyes linger on terrain and thresholds, as though he is quietly plotting a map.

Personality

14 traits and drives

Thoughtful and reserved, Matthijs prefers to listen long enough to understand the shape of a problem before offering a solution. Under pressure he becomes methodical and list-driven; with people he trusts, his humor is dry and unexpectedly warm. He can be patient about honest confusion but startlingly blunt when someone treats adaptation as consent. He is disturbed by the stronger appetite, anger, and libido of his new body, yet does not confuse those pressures with his memories, loyalties, or choices.

Alignment
Neutral Good

Quirks

Makes lists on whatever is available, including scraps of packaging and the backs of maps.
Taps two fingers against his thumb while calculating a route.
Combs his hair with a small wooden comb before any meeting that might become important.
Counts the steps between landmarks, then pretends he was only stretching his legs.

Habits

When overwhelmed, he makes lists, often dividing a frightening problem into supplies, people, risks, and next steps.
He checks exits and weather before settling in, then tries to act as though the habit is casual.
After a hard emotional conversation, he tends to busy himself with practical work rather than demand reassurance.
If someone treats bodily adaptation as consent or a complete explanation of identity, he corrects them plainly and without cushioning the point.

Traits · 4

Thinks carefully before speaking, except when a boundary is crossed.
Finds comfort in measurable tasks but knows that a person is not a problem to solve.
Protective of old friendships, even when he is uncertain how those friends now see him.
Can be quietly funny once he believes a room is safe.

Flaws · 3

When anxious, he can turn people into entries on a risk list and overlook what they need emotionally.
He avoids asking for comfort, partly because he does not know what kind of comfort would help.
A sudden surge of anger or appetite can make him feel ashamed and defensive, which sometimes makes him sharper than he intends.

Fears · 3

That the missing friends will be found only after the compact has broken apart.
That the body's new urges will be mistaken for his true wishes, by others or by himself.
That someone will force him to explain his past in a place where the explanation could put him in danger.

Wants and needs · 4

A dependable way to contact the missing friends.
Food enough to satisfy the body's unfamiliar appetite without making it a source of shame.
People who can listen without insisting that his adjustment is either effortless or all-consuming.
A safe opportunity to investigate the incident and the voice he heard.

Combat

AC 11 · HP 8 · 30 feet

Matthijs avoids fair fights. He uses terrain, warnings, and narrow approaches to get companions out of danger, and strikes only when escape or protecting someone requires it. His climbing ability helps him reach ledges or move across rough rock, but he has no formal weapon training.

Matthijs

Medium humanoid (human with custom tatzelwurm draconic bloodline), neutral good
Armor Class11
Hit Points8
Speed30 feet
Level0
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsInvestigationNaturePerceptionSurvival
SensesPassive Perception 12
Languages
English,
French
Custom Tatzelwurm bloodline. Matthijs can climb rough stone and ice-crusted rock at his walking speed without needing to make an ability check, provided he has both hands free.
Custom cold adaptation. Matthijs has advantage on ability checks made to endure ordinary mountain cold, but this grants no resistance to cold damage.
Careful list-maker. When given a minute to prepare, Matthijs can organize a simple plan, supplies, or evacuation route into a clear checklist.

Actions

Improvised Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage. This is an improvised strike, not a trained combat technique.
Clear the Way. Matthijs shouts a concise warning to one ally who can hear him within 30 feet. That ally can immediately move up to 5 feet without provoking opportunity attacks. Custom nonmagical aid.

Reactions

Step Into the Gap. When a creature Matthijs can see within 5 feet of him is hit by an attack, he can use his reaction to move up to 5 feet into an adjacent space, provided the movement does not take him through an occupied space. This does not prevent the attack.

Services they sell

Can help plan a mountain route using his maps and observations.
Can organize a supply inventory or evacuation checklist.
Can introduce trustworthy travelers to members of Reed and Ember.

Rewards they can give

A reliable hand-drawn map of nearby trails and sheltered routes.
A careful assessment of whether a route or camp is exposed to weather and rockfall.
A place in the mutual-aid compact for travelers who share its basic rules of mutual help.

Equipment

  • Walking staff (tool)A short, stout walking staff, useful for balance and as an improvised weapon.
  • Folded route map (adventuring gear)A hand-drawn map with elevation notes, route warnings, and several blank areas he has not yet dared to explore.
  • Field notebook (personal item)A small notebook filled with lists of supplies, names, observations, and questions about the incident.
  • Mountain pack (adventuring gear)A compact pack containing dried food, cord, a waterskin, and a basic fire-starting kit.

Possessions

A folded route map with handwritten elevation notes.
A field notebook of supply lists and observations.
A compact mountain pack with dried food and basic tools.
A small, weather-worn photograph of the original seven friends.

Background

Before the incident, Matthijs was an American woman who worked as a GIS analyst, mapping flood risks and infrastructure failures. She had years of friendship with the other six people who now make up the closest thing he has to family. During a strange passage through the mountains, the group emerged scattered across the French side of the Swiss Alps, altered and displaced. Matthijs woke in a healthy young male body with a local appearance, a lower voice, and the custom Tatzelwurm bloodline he now inhabits. He understands himself as a man and knows that publicly claiming otherwise in this region could invite danger, but acceptance of that fact has not made the change feel simple or painless. His memories, habits, and loyalties remain his own. The strength, appetite, flashes of anger, and libido of this body unsettle him; he refuses to treat them as proof that his former self has vanished. A formative moment came when he helped guide the group through a blizzard using a map scratched into a broken roof tile. One friend wanted to rush ahead; Matthijs insisted on checking the route, and the detour kept them from a cornice collapse. Since then, the scattered mutual-aid compact called Reed and Ember has relied on his maps and supply plans. He is trying to locate the missing members, learn what brought them here, and keep the compact from splintering over scarce food and conflicting accounts of the incident.

Role in the story

A grounded guide and emotional anchor among displaced outsiders. Matthijs can connect the party to the scattered compact, offer practical mountain knowledge, and make questions of identity and bodily change personal without making them simple or magical problems with easy answers.

“She had years of friendship with the other six people who now make up the closest thing he has to family.”
From their background
Faction
Member of Reed and Ember, a scattered mutual-aid compact of displaced outsiders.

Known connections

The other six friends who survived the incident with him; he remembers years of shared history with them, though the group is now scattered.
Reed and Ember, a loose mutual-aid compact of displaced outsiders that shares food, warnings, and shelter.
A local shepherd who has lent him maps and a place to dry his clothes, while remaining wary of the compact's troubles.
Major secret · GM only
Minor secrets · GM only

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