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Sanna Veni - AI-generated fantasy NPC

Sanna Veni

Human · Artificer, Artillerist · Level 3

Sanna Veni

Apprentice blacksmith and tinkerer
“Come on iiiin, you are missing the Fuun!”
AC15
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A bright, slightly rasped voice with a dry edge from years around forge smoke. She projects from the chest to be heard over hammering, and her words often arrive in quick bursts, followed by a little breathless laugh. When grief takes hold, the laugh disappears and her voice sounds unexpectedly young.

Her words tumble out quickly, shaped by years of calling over forge noise and harbor wind. She clips technical terms into blunt little bursts, stretches the word "in" into a bright invitation, and adds sound effects when explaining machinery. In sorrow, her sentences become plain and measured, with no jokes or extra details.

Speech patterns

Greets visitors with, "Come on iiiin, you are missing the Fuun!"
Explains dangerous plans in cheerful numbered steps, often skipping the explanation of what could go wrong.
Calls Maxwell by name when talking to it, even when it is powered down.
When distressed, stops joking and answers in short, literal sentences.

How to play them

Meet her enthusiasm with genuine curiosity, but set clear limits around explosives and public safety. She responds well to being trusted with a real task and poorly to being dismissed as a little kid. If she goes quiet, give her space and a practical choice rather than pressing her to talk.

Goal

Build a safe, dependable power core for Maxwell and prove she can make something extraordinary without hurting anyone.

Motivation

Sanna wants to turn scraps into clever, useful things and to make sure no one she loves is helpless in a crisis.

Secret · GM only

Appearance

Sanna is very small, with a restless, spring-loaded way of moving: she bounces on her toes, darts sideways around people, and seems to lean into turns before deciding to take them. Her grin shows a tiny gap between her front teeth, and when she concentrates she worries her lower lip with them. Her short red hair is tied into a rough ponytail that keeps shedding wisps around her ears. Her fierce green eyes look bright with ideas even when she is exhausted. She is often smudged with soot and smells faintly of hot iron, salt air, and the sharp tang of lamp oil. The unexpected thing is that she has an excellent memory for other people's favorite snacks and quietly leaves them where they will be found.

Clothing

A patched leather smith's apron hangs over a too-large blue work shirt, rolled trousers, and sturdy boots with mismatched laces. She wears a pair of thick brass goggles pushed up into her hair and keeps a bandolier of labeled tool pouches across her chest. Her sleeves are singed at the cuffs.

Body language

Sanna rocks on her heels, swivels toward every new sound, and drums quick rhythms on her thighs with soot-blackened fingertips. She plants herself between Maxwell and anyone who seems threatening. When grief catches her, the motion stops all at once; she folds her hands together and watches the floor.

Height
4 feet 5 inches
Build
Petite and wiry, with quick hands and the wiry stamina of a child accustomed to climbing stairs and hauling small tools.
Eyes
Fierce green
Hair
Short red hair tied back in a rough ponytail
Skin
Warm, light olive skin, usually marked with soot on the cheeks and nose
Age
13
Gender
Female
Size
Small

Distinguishing features

Her little gap between her front teeth shows whenever she grins.
A quick, sideways darting gait makes her seem to change direction before the rest of her body catches up.
Maxwell's patched metal ears swivel with an uneven clack when Sanna speaks.

Personality

13 traits and drives

Sanna is exuberant and quick to trust a fascinating mechanism, but wary of strangers who ask about her family. She can be funny, generous, and impossible to keep still; in moments of genuine distress, the chatter vanishes and a serious, watchful child takes its place. She wants people to admire her inventions, yet hates being treated as a spectacle. Her confidence is real, but it often covers fear that the people she loves can disappear without warning.

Alignment
Chaotic Good

Quirks

Names every machine part she considers important and scolds it by name when it jams.
Counts backward from ten before activating a device, but regularly gets bored and fires early.
Keeps tiny screws in labeled paper packets marked with increasingly dramatic warnings.
Offers Maxwell the first bite of any pastry, then pretends the machine has a very sophisticated taste.
When thinking hard, taps her front teeth together in a quiet, quick click.

Habits

When excited, she narrates her plans aloud as if an invisible audience is keeping score.
In danger she can turn startlingly focused, counting down and acting before anyone can stop her.
After a frightening reminder of her parents, she goes quiet, checks every door and window, and stays close to Maxwell.
She apologizes to damaged machines before taking them apart, but rarely remembers to apologize to the people nearby.

Traits · 3

Invites people into her workshop with boundless enthusiasm, then gets suspicious if they touch a tool without asking.
Gives away small repairs and useful scraps freely, but guards her unfinished inventions with fierce possessiveness.
Turns setbacks into jokes while she is working, then may break down later when she is alone with her uncle.

Flaws · 3

She treats safety rules as starting points for negotiation.
Her excitement can make her careless about other people's property and patience.
She masks sorrow with noise until she cannot keep the mask up.

Fears · 3

Being trapped beneath wreckage while someone she loves is in danger.
Forgetting her parents' voices.
That Maxwell will fail at the one moment she needs it.

Wants and needs · 4

A safe place to test inventions without frightening the people of Feasgar
An adult who will take her skills seriously while still enforcing sensible boundaries
The truth about the badge pin and her parents' attackers
Rest, routine, and comfort when old memories overwhelm her

Combat

AC 15 · HP 24 · 25 ft.

Sanna prefers to deploy the Eldritch Cannon behind cover, then use its force ballista to shove enemies away from allies or its protector mode to shield the group. She uses faerie fire to help allies land attacks and grease to disrupt a rush. Maxwell's houndframe is for emergencies and dramatic escapes, not a license to charge headlong into a group. If an opponent appears frightened or cornered, she may hesitate long enough to offer them a chance to stop.

Sanna Veni

Small humanoid (human), chaotic good
Armor Class15
Hit Points24
Speed25 ft.
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationSleight of HandSmith's toolsThieves' tools
SensesPassive Perception 10
Languages
Common
Spellcasting. Intelligence is Sanna's spellcasting ability. Spell save , spell attack bonus +5. She has two 1st-level spell slots and regains them on a long rest.
Magical Tinkering. Sanna can imbue a Tiny nonmagical object with a minor magical effect, such as a recorded message or light.
Eldritch Cannon. Sanna can create a Small or Tiny magical cannon that lasts 1 hour. It has AC 18 and 15 hit points. Sanna can activate it as a bonus action while within 60 feet.
Custom feature, Maxwell's Houndframe. Maxwell is a non-independent construct harness, not a separate combatant. As an action, Sanna can don or remove it. While worn, it grants AC 16 and a climbing speed of 20 feet, but no extra attacks or hit points. If Sanna is incapacitated, it cannot move her.

Spells

Shocking Grasp (cantrip, evocation). Artificer cantrip. A beam of crackling energy deals lightning damage to a creature within 120 feet; a metal target has disadvantage on the saving throw.
Prestidigitation (cantrip, transmutation). Artificer cantrip. Creates a sensory effect such as a small sound, a brief spark, or a harmless puff of smoke.
Faerie Fire (level 1, evocation). A creature in a 20-foot cube must succeed on a Dexterity saving throw or be outlined in light. Attacks against affected creatures have advantage.
Grease (level 1, conjuration). Grease covers the ground in a 10-foot square. Creatures in the area may fall prone, and the area is difficult terrain.
Mending (level 1, transmutation). An artificer spell that creates a magical helper for limited tasks, using the rules for the spell in D&D 5E.

Actions

Light Hammer. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 () piercing damage.
Eldritch Cannon. Sanna activates her Eldritch Cannon. Force Ballista: ranged spell attack to hit, range 120 feet, one target. Hit: 8 () force damage, and the target is pushed up to 5 feet away. Flamethrower: each creature in a 15-foot cone must make a Dexterity saving throw, taking 7 () fire damage on a failure, or half as much on a success. Protector: each creature of Sanna's choice within 10 feet gains temporary hit points.
Maxwell's Clamp. Custom feature, Maxwell's Clamp: If Sanna is wearing Maxwell, she makes one melee spell attack at +5 against a creature within 5 feet. On a hit, the target takes 5 () bludgeoning damage. This is a gadget, not a natural weapon.

Reactions

Maxwell's Spring Guard. When a creature Sanna can see within 30 feet hits her or an ally with an attack, she can use her reaction to activate Maxwell's houndframe's spring-loaded guard. Reduce the damage by . Once used, this custom gadget reaction cannot be used again until Sanna finishes a short or long rest.

Services they sell

Basic blacksmith repairs under her uncle's supervision
Small mechanical repairs and clever improvised fixes
A quick ride across the city aboard Maxwell, provided the route is not too crowded

Rewards they can give

A clever repair or a small custom gadget made from available parts
A guided route through Feasgar's workshops and back alleys
The trust of Sanna and her uncle, if the party treats her as a person rather than a weapon

Equipment

  • Maxwell (custom construct)A custom construct assembled from discarded gears, a cracked bellows, a cart axle, and pieces of an old anchor winch. It can carry Sanna at a brisk run and transform into her wearable houndframe. It has no independent attacks or separate hit points.
  • Eldritch Cannon (artificer feature)A Tiny magical turret with interchangeable modes, usually assembled from a brass nozzle, a blackened iron cradle, and a whirring spring.
  • Smith's tools (tools)A compact set of tongs, files, punches, and small hammers, many sized for her hands.
  • Smith's apron (clothing)A reinforced leather apron with stitched pockets and a soot-stained inner lining.
  • Signal vials (gear)Two small glass vials containing harmless colored smoke for signaling; she insists they are not explosives.

Possessions

Maxwell, her mechanical direwolf construct
Smith's tools
Brass goggles
A sketchbook full of diagrams, doodles, and unfinished calculations
A bent harbor watch badge pin hidden inside the sketchbook cover

Background

Sanna's parents were killed by bandits when she was very young. She remembers the noise more clearly than the faces: boots on wet stone, a cart horse screaming, and her mother's hand pushing her beneath a broken fish stall. Her uncle took her in and raised her above his blacksmith shop in Feasgar, where she grew up among bellows, harbor gulls, and half-repaired tools. When she was nine, she built a wheezing little clockwork dog from scrap and named it Maxwell. She kept improving it until it could carry her through the streets, then unfold into a scavenged mechanical houndframe she can wear. At eleven, an experiment with a powder charge blew out a shop window and started a fire in a sailmaker's loft. Her uncle helped her repair the damage, but made her swear to test dangerous inventions at the abandoned quarry beyond the city. She tries to keep that promise, with inconsistent results. Now she is building a more reliable power core for Maxwell while helping at the forge and dodging city inspectors. Her uncle worries that her frantic cheer is a shield over grief she has never learned to carry.

Role in the story

A brilliant young inventor, potential ally, and source of chaotic complications. Her discoveries can help the party, while her unresolved family mystery can pull them into the dangerous history of Feasgar's harbor.

“Her uncle took her in and raised her above his blacksmith shop in Feasgar, where she grew up among bellows, harbor gulls, and half-repaired tools.”
From their background
Faction
No formal faction. She is part of her uncle's blacksmith household and has an uneasy relationship with the Feasgar harbor watch.

Known connections

Her uncle, Harl, is the blacksmith who raised her. He loves her fiercely and worries that a workshop cannot contain her grief or her experiments.
The sailmaker whose loft burned in Sanna's childhood accident still accepts her repairs but insists on inspecting every powder tin she carries.
A harbor watch sergeant has confiscated several of Sanna's unsafe devices and keeps a running list of property repairs she owes.
Major secret · GM only
Minor secrets · GM only

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