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Oswin Hirst - AI-generated fantasy NPC

Oswin Hirst

Barguest Changeling (custom fey-touched shapechanger) · Hexwitch (custom druid and warlock blend) · Level 5

Oswin Hirst

Sheep farmer
AC13
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, breath-catching intake precedes many of his answers, the habit of someone used to calling sheep over wind and listening for movement in the dark. His voice has a rasp of peat smoke and cold air, steady rather than booming. Under strain, consonants sharpen and old Norse or Anglo-Saxon slips into his speech; when he is furious, he sounds more like a command shouted across a storm-blown field than a gentleman of the parish.

His speech is plain and workmanlike, shaped by long hours giving short calls across windy fields. He draws breath through his nose before answering, as if scenting the question, and gives old words a harder, older rhythm when tired. Anger makes him blunt and startlingly direct, not soft-spoken. His name alone carries a faint breathy hiss when spoken by those who know the local tales.

Speech patterns

Uses plain, practical phrases and tends to answer a question with what can be done about it.
When recalling old times, slips into Old Norse or Anglo-Saxon before catching himself.
Avoids naming the forbidden tongues and will not repeat a phrase even if asked.
When Mary asks about the wedding night, he redirects toward present comforts or insists that she is safe now.
Calls William by his full name when frightened, and Blackby only when teasing him gently.

How to play them

Begin with practical kindness and offer useful help before discussing anything personal. Treat Mary and William gently, but do not force Oswin to confess without pressure, evidence, or a reason to believe honesty will protect them. Thomas Pickles can be approached as a wary ally if the party shows concern for the family rather than curiosity about the monster. Threats involving iron or the boundary make Oswin evasive and then dangerous.

Goal

Keep Mary and William safe while finding a way to tell the truth about his nature and the wedding night without destroying his family.

Motivation

Love for his family competes with shame, old wanderlust, and the instinctive pull of his inhuman nature. He wants to make the dark feel safe to Mary and keep William from inheriting his loneliness.

Secret · GM only

Appearance

Oswin stands exactly six feet tall, pale and straight-backed, with a handsome face that has scarcely changed since Mary first saw it. His blond hair lies sleek and straight beneath a common flat cap, but at the temples it catches light like dried straw. His blue eyes are vivid and steady, with a cold inner brightness that becomes unmistakable when his temper or hound nature rises. He moves with a farmer's economy, placing each boot as if testing boggy ground; when startled, he turns his whole body toward a sound rather than merely his head. His wool clothes smell faintly of lanolin, peat smoke, and rain. A small iron scissor nick in the leather of his belt is easy to miss, but he never lets the scissors themselves touch him. The unexpected detail is his meticulous habit of keeping a child's slate tucked in his coat, its corners polished by his thumb.

Clothing

A weathered flat cap, mended wool coat, plain waistcoat, sturdy breeches, and high boots crusted with dale mud. He carries a crook and avoids iron buckles where he can, using horn, leather, or wood fastenings instead.

Body language

He keeps his hands close to his coat when iron is nearby and instinctively positions himself between his family and an open door. He rubs the worn corner of William's slate with his thumb, watches people through lowered brows, and sometimes pauses with his head tilted as though hearing a footfall far beyond the room.

Height
6 feet
Build
Lean, long-limbed, and farm-strong, with the compact endurance of someone used to walking wet hills all day.
Eyes
Clear, burning blue
Hair
Pale blond, straight
Skin
Pale, weathered by wind, with a cool undertone
Age
Appears about 30; has lived for centuries, aging so slowly that he has lost count.
Gender
Male
Size
Medium

Distinguishing features

A youthful, handsome face that has not visibly aged across the years Mary remembers.
Blue eyes with a bright, almost heated glint when his hound nature surfaces.
His flat cap is rubbed smooth along the brim from repeated nervous handling.
He carries a child's slate with one corner polished nearly white by his thumb.
His shadow sometimes appears hound-shaped for a heartbeat before settling into his human outline.

Personality

17 traits and drives

Oswin is tender in private but guarded in public, practical about hunger and weather yet haunted by questions ordinary folk do not ask. He can be dryly humorous while mending a fence, then become remote when the season turns strange. He is devout and sincere in church, though stiff among its ironwork. He wants Mary to trust him, but his shame makes him withhold the very truth that might let her do so.

Alignment
Neutral good, with a fierce, private instinct for self-preservation.

Quirks

Counts sheep under his breath in Old Norse when he cannot sleep, but never counts the last one.
Turns his flat cap a quarter turn whenever someone mentions a Barguest.
Leaves a shallow bowl of water just outside the back door on nights when the air smells of wet leaves, then denies doing it.
Tests a room by tapping the wooden doorframe twice before crossing the threshold.
Keeps William's slate polished with his thumb, even when it is already clean.

Habits

In ordinary company, he is patient and useful, quietly repairing gates or taking a lambing shift without being asked.
During nights associated with the boundary, he stays awake to watch the windows and insists on doing chores that could wait until morning.
At church, he stands stiffly and follows the service with sincere attention, though the congregation's iron fittings make him visibly uncomfortable.
When William struggles, Oswin slows down and turns lessons into practical tasks rather than showing impatience.
If someone threatens Mary or William, his careful manner can vanish in a single breath, replaced by an unnervingly still, predatory focus.

Traits · 4

He treats care as a kind of work: feeding, mending, and showing up are easier for him than saying what he feels.
He is shrewd about danger and bargaining, yet sentimental about small family rituals.
He can be gentle with a frightened child and merciless toward someone who threatens one.
He longs for the freedom of his roaming years but is proud of the house and flock he built.

Flaws · 4

He lies by omission even when a difficult truth would give Mary a choice.
His protectiveness can become controlling, especially when he decides someone is safer without knowing the truth.
He assumes that enduring pain silently is kinder than asking his family to share it.
His longing for the old roads makes him resent the ordinary life he chose, then ashamed of that resentment.

Fears · 5

Mary discovering that the Barguest on their wedding night was Oswin.
William being treated as a monster before he can understand himself.
Another child being born with hellish signs and dying young.
A seasonal opening of the boundary taking him away from his family.
Worked iron being used to trap or torture him.

Wants and needs · 4

Mary to feel safe at night without learning the truth through fear or accusation.
William to be accepted and given room to learn at his own pace.
A way to stop the seasonal disturbances from reaching his home.
To be forgiven, though he cannot admit what he needs forgiveness for.

Combat

AC 13 · HP 38 · 30 ft. walking; 40 ft. while in Barguest form

Oswin prefers to end a fight through warning, misdirection, and control rather than killing. He uses entangle or fog cloud to divide opponents, then hexes a dangerous foe and attacks from range with eldritch blast. If his family or a helpless person is threatened, he transforms into the Barguest and closes rapidly, using his bite to knock a target down. He avoids iron-wielding enemies and retreats rather than risk being pinned or forced to touch worked iron.

Oswin Hirst

Medium humanoid (barguest changeling (custom fey-touched shapechanger)), neutral good, with a fierce, private instinct for self-preservation.
Armor Class13
Hit Points38
Speed30 ft. walking; 40 ft. while in Barguest form
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsAnimal HandlingNaturePerceptionSurvivalDeceptionIntimidation
SensesPassive Perception 15; keen smell
Languages
Common,
Old Norse,
Anglo-Saxon,
Fragments of forgotten human tongues,
Understands but refuses to speak several forbidden fey tongues
Barguest Shapechanger (custom): Oswin can use an action to transform into a Large black hound or back into his human form. His statistics are unchanged except that his size becomes Large while hound-shaped, he cannot speak, and his bite is a melee weapon attack. His clothing and carried gear do not transform.
Hound Nose. Oswin has advantage on Wisdom (Perception) checks that rely on smell.
Fey Ancestry. Oswin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Iron Aversion (custom): Direct contact with worked iron causes Oswin pain. While touching it, he has disadvantage on attack rolls and ability checks. Iron weapons deal an additional damage to him.
Spellcasting. Oswin is a 5th-level custom Hexwitch, a druid and warlock blend. His spell save DC is 14 and his spell attack bonus is +6. He has two 2nd-level warlock pact slots, regained on a short rest, and can cast his druid spells using normal spell slots.

Spells

Chill Touch (cantrip, necromancy). A cold, uncanny mote of light that deals necrotic damage to a creature on a hit.
Eldritch Blast (cantrip, evocation). Two beams of force, each dealing damage on a hit.
Thorn Whip (cantrip, transmutation). A thorny vine lashes a creature within 30 feet, dealing piercing damage and pulling it up to 10 feet closer.
Hex (level 1, necromancy). He places a supernatural curse on one creature he can see within 90 feet. For up to 1 hour, he deals an extra necrotic damage to it when he hits with an attack, and it has disadvantage on ability checks with one ability he chooses.
Cure Wounds (level 1, evocation). A creature he touches regains hit points.
Entangle (level 1, conjuration). Grasping weeds and vines fill a 20-foot square within 90 feet. Creatures in the area must succeed on a Strength saving throw or become restrained. The area is difficult terrain for the duration.
Fog Cloud (level 1, conjuration). He creates a 20-foot-radius sphere of fog centered on a point within 120 feet. The sphere is heavily obscured for up to 1 hour or until a strong wind disperses it.
Charm Person (level 1, enchantment). He magically charms a humanoid he can see within 30 feet for up to 1 minute. The target makes a Wisdom saving throw, with advantage if Oswin or his companions are fighting it.
Hunter's Mark (level 1, divination). He marks a willing creature or himself. For up to 1 hour, the target deals an extra damage whenever he hits with a weapon attack, and Oswin has advantage on Wisdom (Perception or Survival) checks to find it.
Pass without Trace (level 1, abjuration). For up to 8 hours, one willing creature's movement leaves no tracks and cannot be tracked by mundane means.
Lesser Restoration (level 2, abjuration). A creature he touches regains hit points.
Find Familiar (level 1, conjuration). He calls a small beast or fey spirit to serve as a familiar, appearing in an unoccupied space within range. The spirit takes an animal form of his choice, often a small black bird.

Actions

Crook. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage, or 8 ( plus ) if the target is wearing or carrying worked iron.
Barguest Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage. In hound form, Oswin can use his bonus action to knock a Medium or smaller creature prone if it fails a Strength saving throw.
Eldritch Blast. Oswin hurls a cold, grasping bolt of fey-darkness. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 11 () force damage. This is eldritch blast, with two beams, each dealing force damage.
Dread of the Dales (1/Long Rest). Oswin chooses a point he can see within 60 feet. Each creature in a 20-foot-radius sphere must make a Wisdom saving throw or take psychic damage and become frightened of him until the end of his next turn. On a success, a creature takes half damage and is not frightened. Oswin can use this custom feature once per long rest.

Reactions

Dale-Hound Slip. When a creature Oswin can see hits him with a melee attack, he can use his reaction to move up to 10 feet without provoking opportunity attacks. He can do this twice per short or long rest.
Between Them. When a creature Oswin can see within 30 feet targets Mary or William with an attack, Oswin may impose disadvantage on that attack roll if he is not incapacitated. This custom reaction does not change the target of the attack.

Services they sell

Lodging and a meal at his farmhouse, if the party has not frightened his family.
Guidance through the dales and advice about livestock, weather, and safe tracks.
Limited healing and protective magic for people he trusts.

Rewards they can give

A safe farmhouse and a night of shelter for travelers who earn his trust.
Practical knowledge of local paths, grazing land, and seasonal dangers.
A wooden boundary charm that can serve as a clue to the fey crossings.
A difficult alliance with a dangerous but deeply loyal guide.

Equipment

  • Shepherd's Crook (weapon and tool)A stout hazel staff and shepherd's crook, worn smooth where his palm rests.
  • Boundary Charm (wondrous keepsake)A small wooden charm from one of his boundary friends. He will not explain its maker.
  • William's Slate (personal possession)A slate used to help William practice letters and numbers; its corners are polished from handling.
  • Prayer Book (keepsake)A plain prayer book containing the names Alice and Rose in his careful hand.

Possessions

A fine, well-kept farmhouse for a man of his station.
A flock of sheep and one cow, which William adores.
A flat cap and a patched wool coat.
A slate for William's lessons.
A prayer book holding the names of the children they lost.
A wooden charm from a friend beyond the boundary.

Background

Oswin was born in the Danelaw, the son of a woman assaulted by Viking raiders. He remembers being a normal, frightened child until his mother died and he discovered that the years were passing over him differently from everyone else. Long afterward, he learned that he could wear the shape of a black hound and that something from the boundary between the mortal world and the fae had marked his blood. He roamed for centuries, learning Old Norse, Anglo-Saxon, and scraps of other human tongues, while refusing to speak the forbidden languages he encountered beyond the boundary. Eventually the dales pulled him back. He made a practical life as a sheep farmer, saved enough for a fine house for his station, and married Mary Pickles. On their wedding night, he failed to consummate the marriage in human shape. Afraid of losing her and unable to explain himself, he took his hound form. Mary fought the beast with iron scissors, then spent the years since believing a headless Barguest with glowing red eyes had visited her. Oswin has never told her the beast was him. Their son William, called Blackby by locals, has black hair, his father's burning blue eyes, and a slowness in learning that Oswin fears may be the first visible sign of their mixed blood. Mary believes the boy may be the Barguest's child. Oswin and Mary have also lost their daughters Alice and Rose before birth, and a baby son whose hellish eyes Oswin saw before he died. Mary does not know Oswin saw those eyes. Thomas Pickles, Mary's father, suspects the truth; he once saw a black hound near the family and lost his eldest daughter Alice to a winter fever. Mary's brothers Hugh and Edward remain close enough to notice how little Oswin changes. Oswin keeps working, tends his family, and takes time with William even when seasonal visitations leave him sleepless. He has friends among the beings beyond the boundary, but the old roads still call to him.

Role in the story

A loving husband and father whose buried truth makes him look like the very monster he has spent years trying to keep away from his family. He can be a source of shelter, a mystery to investigate, or an antagonist if the party threatens his household.

“He made a practical life as a sheep farmer, saved enough for a fine house for his station, and married Mary Pickles.”
From their background
Faction
No formal faction. He maintains old, cautious ties with beings from the boundary between worlds and is known locally as a reliable sheep farmer.

Known connections

Mary Pickles, his wife, whom he loves and deceives about their wedding night.
William, their young son, called Blackby by the locals. Oswin fears the boy's unusual traits will draw fear and cruelty.
Thomas Pickles, Mary's father, whose suspicion is growing and who saw a black hound before Alice died.
Hugh and Edward Pickles, Mary's brothers, who watch Oswin with varying degrees of distrust.
Alice and Rose, the daughters Mary and Oswin lost before birth, whose names Oswin keeps written inside his prayer book.
A nameless circle of boundary-dwellers, old acquaintances from his roaming years who sometimes leave him signs in the fields.
Major secret · GM only
Minor secrets · GM only

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