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Hek - AI-generated fantasy NPC

Hek

Tabaxi · Rogue (Thief) · Level 3

Hek

Rat catcher and drain-runner
“How deep was the water?”
AC14
HP21/21
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“and a harmless favor”
From how they speak

Voice

A dry, slightly rasped voice shaped by years of calling over rain and rushing water. His breath has a faint whistle through the nose after a long climb, and when fear catches him it turns to a brief, clicking hitch before he can get words out.

He speaks in short, workmanlike phrases, with concrete details about water, timber, and smell. He rarely uses a person's name unless he means to make the moment serious. When rattled, his breath catches in a dry clicking rasp and his consonants become hard and clipped.

Speech patterns

Uses practical questions to steer conversation: 'How deep was the water?' or 'Which wall shared a drain?'
Calls a dangerous job 'a nuisance' and a harmless favor 'a debt.'
When discussing the dead, speaks plainly and avoids comforting phrases.
Uses rat and water comparisons sparingly, usually to make a point about who is cornered.

How to play them

Begin with a practical exchange: a request for a route, a report of vermin, or a question about local water levels. Hek is guarded with strangers but respects anyone who notices the city's hazards without boasting. Offer a concrete way to protect the Silt Steps and he will share what he knows; dismiss the danger and he will end the conversation.

Goal

Discover what is driving rats toward the sealed pumping station and prevent the next ward-wide outbreak.

Motivation

Make sure no other family loses someone to a preventable flood or sickness, even if he cannot forgive himself for failing his own.

Secret · GM only

Appearance

Hek is a rangy, smoke-brown tabaxi with fur that clumps into dark, damp points along his forearms and tail. He moves with a careful, heel-light slink, testing every plank before committing his weight. His broad jaw is crowded with blunt, uneven teeth; when he laughs, he bares them all, but when he eats he meticulously turns each morsel in his mouth as if checking it for poison. He leaves an impression of a wet alley that has learned to walk upright.

Clothing

A patched oilskin coat with a high collar, close-wrapped trousers, and soft-soled boots. He keeps the cuffs tied shut against leeches and carries a waxed canvas hood for diving under low sluice doors.

Body language

He keeps his shoulders tucked and his weight over the balls of his feet, tail held low in crowded rooms. His ears swivel toward nearby pipes and floorboards even while he is looking at a speaker. When embarrassed, he rubs his lower jaw with the side of a thumb.

Height
5 feet 8 inches
Build
Lean and sinewy, with long arms and a tail used as a counterweight on slick beams
Eyes
Dull amber, usually narrowed against rain or reflected waterlight
Hair
Short, dark umber fur with a wet-looking black-brown ruff along the neck
Skin
Dark umber fur with soot-black markings along the shoulders and forearms
Age
Thirty-four years old
Gender
Male
Size
Medium

Distinguishing features

A thick, blunt-toothed jaw that shows clearly when he chews or laughs.
One ear has a notch-shaped fold at its tip, a natural quirk rather than an injury.
A pale ring of fur circles his tail about a hand's breadth from its tip.

Personality

12 traits and drives

Hek is suspicious of easy promises but unexpectedly generous with food and shelter. He is grimly practical in a crisis, yet sentimental about small things he can repair: a cracked cup, a child's toy, a torn net. When rested, he can be dryly funny; when exhausted, he becomes curt and watches every exit.

Alignment
Neutral

Quirks

Taps a wall twice with a knuckle before leaning on it, listening for hollow spaces.
Keeps a running count of rats seen on a job, then refuses to explain why the number matters.
Turns his cup so its handle points toward the nearest exit.
When thinking, works his jaw as though testing a tough piece of dried meat.

Habits

Checks the nearest drain, gutter, or waterline before settling into a room.
Works methodically through a trap route, then abruptly abandons it if he hears rats go silent.
In an argument, challenges the other person with blunt questions; afterward, he often returns with food instead of an apology.
When startled, his breathing catches in a dry, clicking rasp before he can speak.

Traits · 3

He distrusts anyone who claims the river is predictable, but takes meticulous notes on its levels.
He resents being treated as disposable labor, yet volunteers for the most dangerous tunnel work.
He is impatient with excuses and patient with frightened children.

Flaws · 3

Treats silence as evidence of danger and can abandon a plan too early.
Holds grudges long after the practical reason for them has passed.
Would rather risk himself than ask for help, especially from his mother.

Fears · 3

Being trapped beneath a rising tide with no side passage.
That the rats' behavior means another fever outbreak is coming.
That his mother will die believing he chose work over family.

Wants and needs · 3

Wants proof of what is happening beneath the pumping station.
Needs the party to take the threat seriously without forcing him to betray Dren before he knows the full story.
Needs a dry, secure place for his mother before flood season.

Combat

AC 14 · HP 21 · 30 ft., climb 20 ft.

Hek avoids a fair fight. He starts at range, uses cover and Cunning Action to break line of sight, and looks for a distracted target for Sneak Attack. If an ally pins an enemy down, he closes with his shortsword. He retreats through narrow passages rather than risk being surrounded.

Hek

Medium humanoid (tabaxi), neutral
Armor Class14
Hit Points21
Speed30 ft., climb 20 ft.
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityIntelligence
SkillsStealthPerceptionAcrobaticsInvestigationSurvivalSleight of Hand
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Tabaxi
Darkvision 60 ft.
Feline Agility. When Hek moves on his turn in combat, he can double his speed until the end of the turn. Once used, he cannot use it again until he moves 0 feet on one of his turns.
Cat's Claws. Hek has a climbing speed of 20 feet and can make unarmed strikes that deal slashing damage.
Cunning Action. Hek can take the Dash, Disengage, or Hide action as a bonus action on each of his turns.
Sneak Attack. Once per turn, Hek deals an extra damage when he hits with a finesse or ranged weapon and has advantage on the attack, or when an ally is within 5 feet of the target and Hek does not have disadvantage.

Actions

Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () piercing damage.
Hand Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 6 () piercing damage.
Claws. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () slashing damage. Hek uses this only when disarmed or grappling over a ledge.
Sour Bait (1/Day). Hek scatters a stoppered clay vial of foul-smelling bait over a 10-foot square within 5 feet. Until the start of his next turn, the area is difficult terrain. This is a custom action; creatures that can smell it may notice the odor immediately.

Reactions

Slip Between Posts. When a creature Hek can see ends its movement within 5 feet of him, Hek can move up to 10 feet without provoking opportunity attacks. He must end this movement in a space he can occupy.

Services they sell

Rat and vermin removal from shops, cellars, and boats.
Guidance through drains, service tunnels, and flooded crawlspaces.
Quiet delivery of small packages across the Silt Steps.

Rewards they can give

A safe route through one stretch of the city's drains.
A bundle of homemade rat traps and advice on using them.
A useful map marking a dry refuge above the ordinary flood line.

Equipment

  • Shortsword (weapon)A well-maintained blade with a leather-wrapped grip, used for defense and cutting snare cords.
  • Hand crossbow and bolts (weapon)A compact crossbow carried in a waterproof sling, with 20 bolts.
  • Studded leather armor (armor)A dark, riveted leather coat that protects without snagging easily on drainwork.
  • Rat-catching kit (tools)A bundle of spring traps, bait vials, cord, chalk, and a small hooked probe for testing rotten boards.
  • Flood lantern (adventuring gear)A shuttered lantern sealed with pitch, spare wick, and a thumb-sized tin of lamp oil.

Possessions

A scrap of his sister's netting sewn into the inside of his coat.
A grease-marked map of drains and dry crawlspaces beneath the Silt Steps.
A little wooden rat carved by a child he once helped evacuate.

Background

Hek was born above a rope-maker's shop in the flooded river city of Namar, where his mother patched nets and his father vanished into a winter flood. As a child he learned the city's underways by following rats to the dry pockets where they nested. At sixteen, a fever swept through the stilt wards after a sluice gate jammed; Hek found the blockage, but only after his younger sister Tavi had died. The failure turned his childhood knack into a trade. Now he traps rats for shopkeepers and carries messages through drains for the ferrymen. He pays the rent on his mother's room, though they rarely speak without arguing about whether the city can still be saved. His closest ally is Dren, a ferryman who keeps one boat unregistered for night work. Hek has recently found rats abandoning whole blocks and gathering near a sealed pumping station, while the city watch insists nothing is wrong.

Role in the story

A wary local guide and street-level investigator whose knowledge of drains can lead the party to the source of a growing crisis. His divided loyalty to Dren can turn a useful alliance into a moral complication.

“As a child he learned the city's underways by following rats to the dry pockets where they nested.”
From their background
Faction
Independent rat catcher; tolerated by the Silt Steps shopkeepers and quietly useful to a handful of ferrymen

Known connections

Tavi, his late younger sister, whose name he never uses casually.
Sela, his mother, who mends nets and believes he should leave the city before the next flood season.
Dren, a ferryman who hides Hek's traps and carries him across watched channels.
The shopkeepers of the Silt Steps, who owe him favors for keeping their stores free of vermin.
Major secret · GM only
Minor secrets · GM only

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