Skip to content
CreatePricing
Neskri Vaalen - AI-generated fantasy NPC

Neskri Vaalen

Half-elf · Warlock, The Dealer patron (custom), Pact of the Tome · Level 15

Neskri Vaalen

Adventurer
“s the stake, and who gets to call the game?”
AC15
HP120/120
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has the dry rasp of someone who has spent years talking over wind, dice tables, and wagon noise. Consonants land crisply; the ends of sentences often have a faint upward tilt, as if she is leaving room for a challenge. When she is angry, her words speed up and become sharply exact rather than softer.

Her speech is quick, clipped, and full of practical comparisons drawn from cards, travel, and repairs. She starts many sentences as if delivering a punchline, then abandons the joke when the matter turns serious. She does not soften anger; it makes her more direct, more specific, and much less likely to smile.

Speech patterns

Frames choices as wagers: "What's the stake, and who gets to call the game?"
Uses a joke to test whether a stranger is frightened, angry, or simply tired.
When sincere, she drops the clever phrasing and uses short, plain sentences.
Calls a dangerous plan "interesting" when she means it is probably foolish.

How to play them

Neskri meets strangers with brisk humor and a small, low-stakes question to see whether they answer honestly. She respects competence and directness, and will become a reliable ally once someone proves they do not treat other people's safety as a wager. Press her about her patron and she deflects at first; offer genuine concern without demanding a confession and she may tell the truth.

Goal

Discover what the Dealer is arranging and renegotiate the pact before its hidden stakes reach Ralston Ash or her companions.

Motivation

She wants to keep the people she loves safe without letting fear make their choices for them. She also wants proof that a person can bargain with chance without becoming its property.

Secret · GM only

Appearance

Neskri is a slight half-elf with warm brown skin and a black bob that falls in a blunt line at her jaw, split by a startling white streak running straight down its center. Her jade-green eyes have a sharp, amused glint, and one corner of her mouth rises before the other into a slightly crooked smile. She moves with a quick, loose-limbed stride, favoring her left side as though always leaving room to dodge. Within a minute of meeting her, most people notice that she checks the top card of her deck with her thumb whenever a conversation turns serious. The unexpected detail: a tiny, painstakingly maintained herb garden grows in the battered tin case she carries, its miniature leaves tucked among her cards.

Clothing

A fitted charcoal traveling coat with a high collar, patched elbows, and hidden inner pockets. A moss-green scarf is looped twice around her neck, and her boots are polished only at the toes. Her card deck rests in a stitched leather case at her belt.

Body language

She stands with her weight over her left foot and leaves her right shoulder angled toward the nearest exit. Her hands are restless but precise: a card rotates between her fingers, her thumb checks the deck's top edge, and her crooked smile arrives a beat before her answer. When hurt, she plants both feet and stops fidgeting.

Height
5 feet 5 inches
Build
Slight and wiry, with quick shoulders and the coiled balance of someone used to moving through crowded rooms.
Eyes
Jade green
Hair
Black with a white streak down the center
Skin
Warm brown
Age
Thirty-eight
Gender
Female
Size
Medium

Distinguishing features

A sharply centered white streak divides her black hair.
Jade-green eyes and a slightly crooked, quick-arriving smile.
Favors her left side when she walks, as if habitually keeping a lane open for escape.
Carries a miniature herb garden in the same battered tin as her playing cards.

Personality

12 traits and drives

Brash when the danger is immediate and dependable once the consequences settle in. She enjoys provoking a room into honesty, yet is private about her own needs. When relaxed, she is quick with jokes and generous with food; when frightened, she gets practical and takes control; when ashamed, she becomes unusually still and tries to solve everything alone.

Alignment
Chaotic good

Quirks

Checks the top card of her deck with her thumb whenever a conversation turns serious.
Names each new herb cutting after a food she hopes to cook with it.
Turns one card face-down before making a promise, then refuses to look at it until the promise is kept.
Taps a rhythm against her left boot while waiting, but stops the instant someone asks what tune it is.
When she has to choose between two doors, she asks the nearest person which one they dislike more.

Habits

When planning, she talks rapidly and sketches routes with playing cards, then goes abruptly quiet when someone points out a risk she missed.
She takes on the first watch even when exhausted, but insists that everyone else eat before she does.
After a successful deception, she looks more worried than pleased, as if expecting the bill to arrive.
When she is homesick, she tends the herbs in her tin case and tells them the day's news.

Traits · 3

She treats nerve as a useful tool, not a virtue, and knows she sometimes uses it to avoid admitting uncertainty.
She is quick to volunteer for danger but deeply uncomfortable when others volunteer to protect her.
She can be teasing and irreverent in a crisis, then unexpectedly tender once everyone is safe.

Flaws · 3

She can mistake boldness for decisiveness and commit before she has heard every concern.
She hides bad news from Ralston Ash until she has already chosen what to do about it.
She sometimes trusts a clever gamble more than a patient, ordinary solution.

Fears · 3

That the Dealer's games will eventually make Ralston Ash pay for a bargain Neskri accepted.
That her reputation for being dependable will make people trust her with risks she cannot control.
That luck is not a gift but a debt quietly transferred from one person to another.

Wants and needs · 3

Wants the truth about the cost of the Dealer's intervention at the shrine.
Needs to trust Ralston Ash with the parts of her life she cannot control.
Wants a quiet stretch of time to rebuild the herb garden she keeps losing on the road.

Combat

AC 15 · HP 120 · 30 ft.

Neskri opens from cover with eldritch blast, using Agonizing Blast to pressure dangerous targets while keeping enough space to maneuver. She uses control spells such as hold monster or synaptic static to disrupt groups, and reserves her once-per-rest chance bending for a decisive enemy roll. If cornered, she uses misty step or dimension door rather than trading blows. She avoids spending every pact slot early, and prefers to protect allies before pursuing a clean victory.

Neskri Vaalen

Medium humanoid (half-elf), chaotic good
Armor Class15
Hit Points120
Speed30 ft.
Level15
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsDeceptionPersuasionArcanaInvestigationPerceptionStealth
SensesDarkvision 60 ft.; passive Perception 10
Languages
Common,
Elvish,
Infernal
Pact of the Tome. carries a weatherproof book whose pages appear blank until touched by candle smoke.
Eldritch Invocations. Agonizing Blast, Book of Ancient Secrets, Eldritch Mind, and Devil's Sight.
Custom Dealer's Favor. once per turn when Neskri rolls damage for a warlock spell, she may reroll one damage die and must use the new result.
Custom Loaded Chance. once per short or long rest, after a creature she can see makes an attack roll, ability check, or saving throw, Neskri can force it to reroll and use the new roll. The creature must be within 60 feet.

Spells

Eldritch blast (cantrip, evocation). Cantrip. A ranged spell attack that creates two beams at 15th level, each dealing force damage on a hit. Agonizing Blast adds +5 damage to each beam.
Minor illusion (cantrip, illusion). Cantrip. Creates a sound or image within range for up to 1 minute, suitable for distraction or misdirection.
Cure wounds (cantrip, evocation). Cantrip. A creature touched regains hit points, once per long rest per creature.
Cause fear (level 1, necromancy). 1st level. A visible creature makes a Wisdom saving throw or becomes frightened of Neskri for up to 1 minute, repeating the save at the end of each turn.
Misty step (level 2, conjuration). 2nd level. Neskri teleports up to 30 feet to an unoccupied space she can see.
Suggestion (level 3, enchantment). 3rd level. Neskri magically influences a humanoid that can hear and understand her, as described by the spell.
Dimension door (level 4, conjuration). 4th level. Neskri vanishes and reappears at a location she knows on the same plane, bringing one willing creature within 5 feet.
Synaptic static (level 5, enchantment). 5th level. Up to five creatures of Neskri's choice in a 20-foot-radius sphere must make Intelligence saving throws, taking psychic damage and suffering a penalty to attack rolls and ability checks on a failure, or half damage on a success.
Hold monster (level 5, enchantment). 5th level. One creature Neskri can see within range must make a Wisdom saving throw or be paralyzed for up to 1 minute, repeating the save at the end of each turn.
Darkness (level 2, evocation). 5th level. Creates a 20-foot-radius sphere of magical darkness that spreads around corners and cannot be seen through with ordinary darkvision. Neskri can see through it with Devil's Sight.
Mass suggestion (level 6, enchantment). 6th-level Mystic Arcanum, once per long rest. A creature makes a Wisdom saving throw or becomes incapacitated and unable to move or speak for up to 1 minute; damage can end the effect.
Project image (level 7, illusion). 7th-level Mystic Arcanum, once per long rest. Neskri creates an illusory double that can move and act independently, as described by the spell.
illusory dragon (level 8, illusion). 8th-level Mystic Arcanum, once per long rest. Neskri creates an illusory terrain that can make a large area appear different for up to 24 hours.
Wish (level 9, conjuration). 9th-level Mystic Arcanum, once per long rest. Neskri alters reality within the spell's limits, but avoids using it unless the stakes justify a potentially costly wish.

Actions

Eldritch Blast. Melee or Ranged Spell Attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: force damage. Neskri makes two beams, which may target the same or different creatures.
Spellcasting. Neskri casts one spell from her list of spells known, expending a pact slot if required. Her spell save DC is 18 and her spell attack bonus is +10. She has three 5th-level pact slots, recovered on a short or long rest.
Card-Edged Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. The card's edge leaves a brief green afterimage.

Reactions

Loaded Chance. When a creature Neskri can see within 60 feet makes an attack roll, ability check, or saving throw, she can impose a reroll and the creature must use the new roll. Once per short or long rest.
Eldritch Mind. When Neskri takes damage while concentrating on a spell, she has advantage on the Constitution saving throw to maintain concentration, from the Eldritch Mind invocation.

Services they sell

Can help plan and guide an expedition through dangerous territory.
Can identify common magical effects and share relevant warlock lore.
Can provide an introduction to trustworthy adventurers and informants.

Rewards they can give

A marked card that grants advantage on one ability check involving a game of chance, then becomes blank. Custom, one use.
A safe route through a dangerous district, provided the party is willing to escort a vulnerable traveler.
An introduction to people who trade in rare maps, rumors, and practical favors.

Equipment

  • Dealer's deck (spellcasting focus)A worn deck used as her spellcasting focus; the backs are marked with tiny, deliberate scratches only she can read.
  • Pact tome (wondrous item)A weatherproof tome containing two ritual spells and pages of annotations about strange coincidences.
  • Studded leather (armor)Studded leather armor concealed beneath her traveling coat.
  • Card-edged dagger (weapon)A narrow dagger balanced for throwing, with a plain hilt wrapped in green thread.
  • Herb tin (personal keepsake)A small tin case with soil, herbs, and a folded scrap of paper from Ralston Ash.

Possessions

A marked playing-card spellcasting focus
A pact tome with ritual notes
A tin herb garden
A stitched leather card case
A folded note from Ralston Ash
A pouch of mixed coins and trail rations

Background

Neskri grew up between the river docks and the back rooms of roadside inns, the daughter of a half-elven map mender and a human cardsharp. She learned early that a good bluff could buy supper, but that a promise kept after the game was over mattered more. At twenty, she joined an expedition into a collapsed shrine where a gambling table stood untouched beneath centuries of dust. There, she accepted a pact from the Dealer, a being that treats chance as both currency and sport. Her first bargain saved her companions from a cave-in, but the impossible luck that followed left her uneasy about who had paid for it. Since then, she has traveled as an adventurer, taking dangerous work and trying to understand the Dealer's rules before they become someone else's problem. She has been in a long relationship with Ralston Ash. They love each other, but Neskri's habit of deciding which risks are worth taking on behalf of both of them has become a recurring source of friction. Lately, a run of uncanny coincidences has followed her from town to town, and she suspects the Dealer is arranging a game whose stakes she has not yet been told.

Role in the story

A capable adventuring ally whose luck can turn a fight, but whose patron's bargains complicate every victory. She can offer the party expertise, contacts, and a personal quest involving the hidden cost of chance.

“She learned early that a good bluff could buy supper, but that a promise kept after the game was over mattered more.”
From their background
Faction
No formal faction. Her pact binds her to the Dealer, though she considers the relationship a contract rather than allegiance.

Known connections

Ralston Ash is her long-term partner, a practical and patient person who knows when her bravado is covering fear.
The Dealer is her inscrutable patron, communicating through improbable coincidences, cards that turn face-up on their own, and bargains phrased as games.
A former expedition companion still blames Neskri for accepting the pact without asking what the rescue would cost.
The tiny herbs in her card case came from a dockside gardener who gave her cuttings after she helped save the gardener's flooded greenhouse.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Neskri Vaalen into a sheet

A high-res, share-ready sheet you can post or print.