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Ewan Armitage - AI-generated fantasy NPC

Ewan Armitage

Barguest changeling, custom fey spirit ancestry · Hexwitch (custom druid-warlock blend; 5th-level druid and 3rd-level warlock spellcasting) · Level 8

Ewan Armitage

Telemarketer
“A headless horror, apparently. Still had to pay the rates.”
AC15
HP67/67
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A clear, dry voice with a faint Yorkshire lilt, shaped by farm work, old languages, and years of reading sales scripts. It carries easily without being loud. His breathing is usually controlled and measured; when old memories break through, he takes one quick, audible catch of breath and then speaks with clipped precision. In Barguest form, a low canine rasp gathers under his words, like a growl heard through a closed door.

His Yorkshire vowels are softened by centuries of other speech and by the flat rhythms of telephone scripts. He speaks clearly and economically, often adding love to a sentence as if it were ordinary punctuation. The sound has a dry rasp at the edges, like breath passing over gravel. When rattled, his breath catches sharply and his words come faster, clipped and practical; under a haunted moon, a second, low bark sometimes shadows the end of a phrase.

Speech patterns

Calls people "love" with easy warmth, including people he has only just met.
Answers intimate questions with weather, work, or a complaint about his call-center targets.
Uses dry humor when someone mentions Barguests: "A headless horror, apparently. Still had to pay the rates."
Tells deliberately exaggerated stories about his hard childhood, usually with a straight face and one detail that is plainly impossible.

How to play them

Meet Ewan in the register he offers: practical questions, dry humor, and useful work. He warms quickly to people who treat him as capable rather than mysterious. Do not press him for a confession in front of strangers. If the party earns his trust by helping someone vulnerable without demanding repayment, he may share a fragment of the truth, especially if they can help investigate what happened to William.

Goal

Find a reliable trace of William's fate without drawing the attention of the dead, the devils, or the Barguests who insist he has no right to look back.

Motivation

Ewan wants to believe a life can be chosen again after it has been taken apart. His care for strangers on lonely roads is a quiet attempt to make up for every time fear made him let go.

Secret · GM only

Appearance

Ewan is a handsome young man who looks carefully, deliberately put together rather than dressed to impress. He stands just over six feet, and seems to occupy more space than his lean frame ought to: people find themselves shifting aside before they realize he has not asked them to. His pale skin has the cool, almost waxen cast of someone who spends too many hours under office lights, but his cheeks color quickly in cold weather. Light blond hair is kept neat with a purposeful, slightly old-fashioned side part. His bright blue eyes catch light like a match struck in a dark room. He moves with the economical balance of someone accustomed to uneven ground, placing his feet softly and turning his whole body toward whoever speaks. When his human facade slips, his shadow briefly loses its head, and a pair of red-blue points glimmer at shoulder height.

Clothing

Contemporary 2026 clothes, chosen to look presentable without being fashionable: dark straight-leg trousers, clean boots, a pale blue or white shirt, and a well-fitted wool coat when the weather turns. His clothes are kept brushed and repaired. He wears no conspicuous jewelry and avoids metal accessories when he can do so without attracting comment.

Body language

He angles himself toward exits and open ground, but tries to make this look like casual good posture. In company he leaves a little too much room around himself, as though expecting others to give way. His breathing is even until someone mentions Mary, William, or his old name; then it catches once, shallow and sharp, before he forces it back into a measured rhythm. When irritated, he rubs his thumb along the side of his forefinger and fixes small things that were not broken.

Height
6 feet 1 inch
Build
Lean, broad-shouldered, and hard-muscled from old farm work and a lifetime of surviving rough ground. He is stronger than his neat, modern appearance suggests.
Eyes
Bright, burning blue; briefly red-blue in his inhuman form.
Hair
Light blond, neatly kept with a deliberate side part.
Skin
Pale, with a cool, slightly waxen cast that turns pink at the cheeks in cold weather.
Age
Appears 19 or 20; has lived for centuries, though his memories of the intervening years are broken and unreliable.
Gender
Male
Size
Medium

Distinguishing features

His luminous, burning blue eyes stand out even in a brightly lit room.
His shadow sometimes appears headless for a heartbeat when he is exhausted or frightened.
He takes up space with quiet certainty, yet never quite seems comfortable being the center of attention.
At haunted hours, a faint smell of wet grass and cold earth follows him indoors.

Personality

16 traits and drives

Ewan is shrewd and guarded, but reflexively kind in practical ways. He can be companionably funny over tea and then abruptly evasive when the conversation turns to family. He dislikes the modern world's noise, speed, and shallow demands, yet has learned its routines well enough to make a stable life. He complains constantly about work while showing up on time. When calm, he is patient and observant; when frightened, he becomes brisk, controlling, and almost aggressively helpful.

Alignment
Neutral Good, though fear and old instincts can make him secretive or ruthless.

Quirks

He estimates the weather by wetting one finger and holding it up, even indoors beneath an air-conditioning vent.
He taps doorframes twice before entering, a habit he claims is "for the hinges."
He sorts sugar packets by the direction their seams face while waiting for a call to connect.
He invents a new, increasingly tragic detail each time he tells someone about his supposedly difficult childhood.
When someone says they are lost, he stops joking and looks toward the nearest road as if he can hear it breathe.

Habits

Complains about his job and invents increasingly implausible hardships from childhood, then gives a perfectly accurate practical tip about the problem at hand.
When troubled, finds a task to do: straightens a crooked object, checks a latch, or makes tea for someone else.
At haunted hours, watches doorways and windows without seeming to look at them directly.
Uses warmth and practical help to bridge emotional conversations, then changes the subject if asked what he himself needs.

Traits · 4

He calls strangers love and offers help before he offers personal information.
He is proud of being dependable, but uncomfortable when anyone thanks him too earnestly.
He has a fondness for ordinary routines and resents how much comfort he takes in them.
He makes up comic stories about his childhood, then becomes unexpectedly precise when describing sheep or weather.

Flaws · 4

He uses silence to avoid giving others a chance to reject the truth.
His instinct to fix practical problems can make him dismiss grief he cannot repair.
He is stubbornly self-reliant and resents being pitied.
He can turn a sincere confession into a joke before anyone has time to answer.

Fears · 4

That William suffered and died believing his father abandoned him.
That the Barguest will surface around an innocent person and make history repeat itself.
That the old pull of the road will eventually become stronger than his wish to stay.
That ordinary life has not made him human, only better at pretending.

Wants and needs · 4

To learn what became of William and whether any record of him survives.
To keep his Barguest nature from harming anyone he has chosen to protect.
To be treated as a man with useful skills, not as a monster or a curiosity.
To find a reason to remain in the present that is stronger than the road's call.

Combat

AC 15 · HP 67 · 30 ft.

Ewan tries to end a fight without killing anyone. He opens with control spells such as entangle or fear, uses Eldritch Blast to keep dangerous foes at range, and uses his Barguest shift to frighten pursuers or escape through broken terrain. He saves his strongest magic for threats to innocents or his family. Against iron-wielding foes, he keeps his distance and targets their footing rather than attempting to disarm them.

Ewan Armitage

Medium humanoid (barguest changeling, custom fey spirit ancestry), neutral good, though fear and old instincts can make him secretive or ruthless.
Armor Class15
Hit Points67
Speed30 ft.
Level8
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsAnimal HandlingDeceptionInsightNaturePerceptionSurvival
SensesPassive Perception 16; darkvision 60 ft. while in Barguest form.
Languages
Common,
Old Norse,
Anglo-Saxon,
Several fragmentary, forgotten human tongues,
The Forbidden Tongues, which he understands but refuses to speak
Barguest Shifting (custom): As a bonus action, Ewan can assume a gaunt, headless silhouette with two burning blue eyes floating where its face should be. The change lasts up to 1 minute, or until he ends it as a bonus action. While shifted, he has advantage on Charisma (Intimidation) checks and can move through nonmagical difficult terrain without extra movement. His clothing and carried gear shift with him. This is a supernatural transformation, not an illusion.
Roadside Sense (custom): Ewan knows when a creature within 60 feet is lost, frightened, or seeking a way home, though he does not learn its identity or exact location.
Fey Ancestry. Ewan has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Spellcasting. Ewan is an 8th-level spellcaster. Wisdom is his spellcasting ability for druid spells and Charisma for warlock spells. Spell save , spell attack bonus +7. He has four 1st-level and two 2nd-level druid spell slots, plus two 4th-level warlock spell slots, which recover on a short or long rest. His warlock spells are custom Barguest magic, not a claim about a specific official subclass.

Spells

Frostbite (cantrip, evocation). Druid cantrip. Ranged Spell Attack: to hit, range 120 ft. Hit: cold damage, increasing by character level as normal. The target's speed is reduced by 10 feet until the start of Ewan's next turn.
Druidcraft (cantrip, transmutation). Druid cantrip. A tiny harmless sensory effect, such as a faint scent of rain or the sound of sheep bells, appears within range.
Thorn Whip (cantrip, transmutation). Druid cantrip. Ranged Spell Attack: to hit, range 60 ft. Hit: piercing damage. A spectral thorny vine briefly catches at the target's clothes.
Entangle (level 1, conjuration). Druid spell. The ground in a 20-foot square becomes difficult terrain for 1 minute. Creatures in the area when the spell is cast must succeed on a Strength saving throw or be restrained by grasping plants. A restrained creature can use its action to make a Strength check against Ewan's spell save DC, escaping on a success.
Cure Wounds (level 1, evocation). Druid spell. Ewan touches a creature, restoring hit points. This spell has no effect on undead or constructs.
Produce Flame (level 1, conjuration). Druid spell. Ewan creates a small flame in his palm or on an object he touches. It sheds bright light in a 10-foot radius and dim light for another 10 feet, and can be thrown as a ranged spell attack for fire damage.
Protection from Energy (level 1, abjuration). Druid spell. A creature Ewan touches gains resistance to one chosen damage type: acid, cold, fire, lightning, or thunder. The spell requires concentration, up to 1 hour.
Speak with Animals (level 1, divination). Druid spell. For up to 10 minutes, Ewan can speak with beasts and understand their replies. Beasts are not compelled to help him.
Cause Fear (level 1, necromancy). Warlock spell. A creature Ewan can see within 60 feet must succeed on a Wisdom saving throw or become frightened for up to 1 minute. The creature can repeat the save at the end of each of its turns.
Command (level 1, enchantment). Warlock spell. Ewan magically commands a creature he can see within 60 feet to approach, flee, halt, fall prone, or drop an object. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
Pass without Trace (level 2, abjuration). Druid spell. Ewan and up to ten willing creatures he can see become invisible for up to 8 hours. The spell ends for a creature that attacks or casts a spell.
Earth Tremor (level 2, evocation). Druid spell. Ewan chooses a point within 60 feet. The ground in a 20-foot-radius sphere becomes difficult terrain for 1 minute. Creatures in the area when it appears must succeed on a Dexterity saving throw or take bludgeoning damage and fall prone.
Crown of Madness (level 2, enchantment). Warlock spell. Ewan concentrates for up to 1 minute. At the start of each of his turns, one creature he can see within 30 feet must make a Wisdom saving throw or become frightened until the spell ends. The creature repeats the save at the end of each of its turns.
Darkness (level 2, evocation). Warlock spell. Ewan creates a 20-foot-radius sphere of supernatural darkness within 60 feet for up to 10 minutes. Darkvision cannot see through it. Ewan can see through the darkness.
Fear (level 3, illusion). Warlock spell. A creature Ewan can see within 60 feet must make a Wisdom saving throw or become frightened for up to 1 minute. While frightened, it must spend its turns trying to move as far from Ewan as it can. It repeats the save at the end of each of its turns.
Hypnotic Pattern (level 3, illusion). Warlock spell. Ewan chooses a point within 120 feet. Creatures of his choice in a 20-foot-radius sphere must make a Wisdom saving throw or be charmed for up to 1 minute. Affected creatures cannot take reactions and have their speed reduced to 0. They repeat the save at the end of each of their turns.
Summon Steed (custom appearance) (level 3, conjuration). Warlock spell. Ewan conjures a mount shaped like a lean black hound or a shadowy horse. It serves him for up to 1 hour, obeys his commands, and vanishes when reduced to 0 hit points or when the spell ends. This is a custom visual presentation of the spell, not an additional creature ability.

Actions

Ash Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () bludgeoning damage, or 8 () if used with two hands. Ewan usually uses a plain ash walking staff.
Eldritch Blast. Ranged Spell Attack: to hit, range 120 ft., one creature. Hit: 11 () necrotic damage. The target hears a footstep behind it until the start of Ewan's next turn.
Hound-on-the-Road (custom, 1/rest). Ewan produces a dark, barking burst of otherworldly force in a 15-foot cone. Each creature in the area must make a Wisdom saving throw, taking 18 () psychic damage on a failure, or half as much on a success. A creature that fails cannot take reactions until the start of its next turn. Once used, Ewan cannot use this action again until he finishes a short or long rest.
Spellcasting. Ewan casts a spell from his available spells, using the spell's normal casting time and components. He favors control and escape over killing, unless someone threatens William or Mary.

Reactions

Façade Slips (custom). When a creature Ewan can see hits him with an attack, Ewan can impose disadvantage on that attack by briefly letting his human outline slip. If the attack misses, he can move up to 10 feet without provoking opportunity attacks. He can use this reaction a number of times equal to his proficiency bonus, regaining all uses after a long rest.
Stay on the Road (custom). When a creature Ewan can see within 30 feet becomes frightened, he can use his reaction to steady it with a sharp word and a grounding gesture. The creature can immediately repeat its saving throw against the frightened condition, adding 3 to the roll. This feature cannot affect Ewan.

Services they sell

Guides travelers through confusing rural paths and identifies places where the land feels unnaturally wrong.
Offers grounded advice about livestock, weather, and safe shelter.
Can help a party recognize fey disturbances and translate fragments of Old Norse or Anglo-Saxon.

Rewards they can give

A trustworthy guide through old dales roads and places where landmarks shift after dark.
Practical knowledge of weather, livestock, stone walls, and rural survival.
A fragment of an old-language phrase that identifies a dangerous spirit or forgotten path.
If the party helps him find evidence of William's fate, Ewan may risk revealing the full story of his Barguest nature.

Equipment

  • Ash walking staff (weapon)A plain ash staff that serves as a walking aid and a weapon. It is smooth from years of handling.
  • Wool coat (clothing)A practical, carefully maintained coat with deep pockets and a lining repaired by hand.
  • Mobile phone (tool)A modern phone full of work reminders, unanswered messages, and a few saved photographs he rarely opens.
  • Pocket notebook (reference)A small, battered notebook containing weather signs, fragments of old languages, and names he refuses to explain.

Possessions

Ash walking staff
Modern mobile phone
Pocket notebook of weather signs and broken phrases
A folded, illegible seventeenth-century farm account sheet he cannot bring himself to discard
A small photograph of a child with dark hair and bright blue eyes

Background

Ewan Armitage tells people he was born among the Yorkshire Dales, where his father kept sheep and taught him to read weather from the hills. He can describe a ewe's illness, find a weak stone in a wall, and tell when a storm is turning. The account feels true, but he remembers it as scattered scenes from more than one life. Before this century, he was Oswin Hirst, a Barguest who made a human life in the seventeenth century. He loved Mary, built a farm with her, and adored their son William. When his inhuman nature revealed itself, Mary's father Thomas Hirst used fear, family pressure, and legal trickery to force a divorce and take the life Oswin had made. William was eventually confined to an asylum, where Oswin could not protect him. Ewan speaks of the past with dry jokes and evasive complaints, but his old name can still stop his breath. He has also endured the world wars, which he describes as a long succession of mud, noise, and men making bad plans. Those years, and the ordinary decades after them, have dulled his supernatural instincts without erasing them. In 2026 he works as a telemarketer, reading scripts beneath fluorescent lights and resenting every cheerful sales target. He keeps his appearance tidy, makes his calls, and goes home with the old pull of the dales faintly tugging at him. In the odd hours and seasons when the dead and devils are abroad, the facade slips and the old road calls louder.

Role in the story

A wary ally, unsettling witness, or quest-giver whose unremarkable modern job conceals a centuries-old family wound. Ewan can guide the party through uncanny roads and recognize old spirits, but his evasions may complicate any investigation into his past.

“He can describe a ewe's illness, find a weak stone in a wall, and tell when a storm is turning.”
From their background
Faction
No formal faction. He has uneasy ties to a loose gathering of Barguests and other road spirits who regard his human attachments as a dangerous indulgence.

Known connections

Mary Hirst, his former wife, whom he still loves and has not seen in centuries. He does not know whether she ever understood what he was.
William Hirst, his son, taken from him and confined to an asylum. Ewan does not know whether William survived or what became of him.
Thomas Hirst, Mary's father, whose calculated betrayal ended Ewan's human life. Ewan's memories of him remain vivid and bitter.
Other Barguests and uncanny road spirits, who call him Ewan and insist that Oswin Hirst is a name he must leave behind.
Major secret · GM only
Minor secrets · GM only

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