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Jerry Hollowmoore - AI-generated fantasy NPC

Jerry Hollowmoore

Human · Fighter, Battle Master · Level 10

Jerry Hollowmoore

Adventurer and former caravan guard
“What do you need right now?”
AC19
HP84/84
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“s one way to do it”
From how they speak

Voice

A dry, slightly rasping intake precedes most of his sentences, shaped by years of dust, cold air, and shouting over wagon teams. His voice is steady and plainly articulated, with a rough edge that becomes more pronounced after a long march. He laughs from the jaw, not the throat, producing a bright, startlingly open sound.

His consonants are clipped by years of calling instructions over wind, wagon wheels, and battle noise. He speaks in direct, workmanlike phrases, with an occasional dry joke arriving as an afterthought. When he talks about the people he failed to protect, his sentences grow unusually careful, as if each word must be set down without breaking.

Speech patterns

Begins difficult conversations with a plain question: "What do you need right now?"
Uses short, concrete sentences during danger, then gives long explanations once everyone is safe.
Makes dry jokes about practical matters, especially food, weather, and poor planning.
Says "That's one way to do it" when he disapproves but is willing to hear the reasoning.

How to play them

Treat Jerry as a capable, fair-minded ally who wants to know what the characters will do for the people caught in the middle. He offers practical help without demanding admiration. If the party is careless with bystanders, his geniality vanishes and he asks pointed questions. Earn his trust by keeping promises, admitting uncertainty, and making space for others to choose.

Goal

Secure restitution and a reliable defense for the village Amina abandoned, then find a way to speak with Odo without demanding forgiveness.

Motivation

Jerry wants to make sure no one else is treated as an acceptable loss in the name of a grand adventure.

Secret · GM only

Appearance

Jerry has the weathered, practical look of a man who has spent years sleeping in armor and waking before the fire dies. His skin is ruddy and wind-dried, his iron-gray hair clipped close at the sides and stubbornly cowlicked at the crown. He stands squarely, but moves with an economical, almost courteous precision, as if leaving room for everyone else to pass. His most unexpected feature is his broad, even teeth: he keeps them obsessively clean with a little silver scraper, and his huge, unguarded grin makes him look briefly like a genial baker rather than a veteran fighter. Before he speaks, he draws a dry breath through his teeth, a small rasp that people soon recognize as his announcement.

Clothing

A well-maintained breastplate over a faded blue wool coat, patched at the elbows and polished where armor straps rub. His boots are resoled, his gloves are mismatched, and a neat linen cloth is tucked into his belt for cleaning his teeth.

Body language

He stands with his feet planted as if a floor might shift beneath him, and rests one hand lightly on his belt rather than gripping his weapon. He tilts his head to listen, then gives a short, dry intake of breath before answering. When uneasy, he rubs his thumb over the guard of his sword; when amused, his jaw opens wide and his bright, carefully maintained teeth show.

Height
5 feet 10 inches
Build
Broad-backed and sturdy, with the compact strength of someone who has carried packs and wounded companions for decades.
Eyes
Hazel, with fine gold flecks
Hair
Iron gray, clipped short at the temples
Skin
Ruddy, weather-dried, and lightly freckled across the forearms
Age
Fifty-one
Gender
Male
Size
Medium

Distinguishing features

His broad, unusually even teeth show in a surprisingly open grin.
Before speaking, he draws a brief rasping breath through his teeth.
A small silver tooth-scraper hangs from a cord inside his coat.
His armor is polished at the chest but visibly worn along the straps and lower edges.

Personality

13 traits and drives

Jerry is patient with frightened people but impatient with anyone who confuses confidence for competence. He enjoys company and tells dry jokes around a fire, yet becomes stubbornly private when asked about his past. In a crisis he is brisk and decisive; after one, he turns gentle and attentive, sometimes to the point of smothering people with practical help.

Alignment
Neutral good

Quirks

Scrapes his teeth with a tiny silver tool after every meal, including meals eaten on the march.
Counts bridges aloud under his breath, but starts over if anyone asks why.
Gives his boots names, then denies doing so; the left boot is called "Morrow."
Turns cups so their handles point toward the person who will use them.
Practices difficult conversations by speaking to his shield as if it were a patient listener.

Habits

Checks the exits and the floor before sitting anywhere unfamiliar.
Offers the first portion of any meal to the youngest person present, even when that person is an adult.
When a plan goes wrong, immediately starts assigning practical jobs, then checks whether anyone is frightened.
Keeps a mental count of who has eaten, slept, or taken a watch, and quietly covers for whoever is falling behind.

Traits · 4

He is warm with strangers who are scared and cool with strangers who are reckless.
He takes pride in being dependable, but quietly resents being treated as the person who must always endure.
He enjoys a good joke, provided it does not make someone vulnerable the target.
He believes in second chances, though his own grudges can outlast his patience.

Flaws · 3

Takes responsibility for other people's choices, even when doing so prevents them from learning.
Has a hard time trusting leaders who prioritize a mission over the people affected by it.
Keeps pursuing old relationships after the other person has asked for distance.

Fears · 3

Being forced to choose between saving a companion and protecting a group of strangers again.
That Odo's resentment is justified and cannot be mended.
That the creature which attacked the village will return before he can warn its people.

Wants and needs · 3

A way to protect the village without turning its people into dependents.
An honest conversation with Odo, without trying to control its outcome.
A reminder that he is allowed to rest and accept help.

Combat

AC 19 · HP 84 · 30 ft.

Jerry holds a doorway or narrow approach, keeping enemies away from vulnerable allies. He uses Trip Attack to control a dangerous foe, Precision Attack when a decisive strike must land, and Riposte against enemies who overextend. He saves Action Surge for a clear opening or a desperate rescue, and uses Second Wind only when it will keep him protecting someone.

Jerry Hollowmoore

Medium humanoid (human), neutral good
Armor Class19
Hit Points84
Speed30 ft.
Level10
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsInsightPerceptionSurvival
SensesPassive Perception 16
Languages
Common,
Dwarvish
Fighting Style. Defense, granting +1 AC while wearing armor.
Second Wind. As a bonus action, Jerry regains hit points once per short or long rest.
Action Surge. Jerry can take one additional action on his turn once per short or long rest.
Extra Attack. Jerry attacks twice whenever he takes the Attack action.
Combat Superiority. Jerry has five d10 superiority dice, regained on a short or long rest. Maneuver save .
Battle Master Maneuvers. Precision Attack, Riposte, and Trip Attack.
Custom feature, Veteran's Read. After watching a creature for a minute, Jerry can ask the DM whether it favors speed, reach, or defense in a fight. The answer is a broad impression, not a precise statistic.

Actions

Multiattack. Jerry makes two longsword attacks. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage, or 9 () if used with two hands.
Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () slashing damage, or 9 () if used with two hands. Jerry can expend a superiority die to add it to the damage and use a maneuver.
Longbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 6 () piercing damage.
Trip Attack. Jerry attempts to knock a creature within 5 feet prone. The target must succeed on a Strength saving throw or fall prone. Jerry expends one superiority die and adds it to the attack's damage if the attack hits.
Precision Attack. When Jerry misses with a weapon attack, he can expend one superiority die and add it to the attack roll, potentially turning the miss into a hit.

Reactions

Parry. When a creature Jerry can see hits him with a melee weapon attack, Jerry reduces the damage by , to a minimum of 0. He can expend a superiority die to use this reaction.
Riposte. When a creature misses Jerry with a melee attack, Jerry can expend one superiority die to make one melee weapon attack against that creature as a reaction. On a hit, he adds the superiority die to the damage.

Services they sell

Can train a willing character in practical weapon drills during downtime.
Can plan a guarded route for travel and identify likely ambush positions.
Can help negotiate with caravan guards and survivors who distrust famous adventurers.

Rewards they can give

A reliable escort through the region, if the characters demonstrate care for civilians.
Introductions to veteran guards and caravan workers who owe Jerry favors.
A share of the village's recovered supplies or a modest payment, if the party helps secure restitution.

Equipment

  • Longsword (martial melee weapon)A well-balanced longsword with a plain leather grip and a small notch in the pommel from years of use.
  • Longbow and arrows (martial ranged weapon)A sturdy longbow and twenty arrows, kept in a weatherproof case.
  • Breastplate (armor)Breastplate worn over a padded coat; the armor's inner lining is patched but meticulously maintained.
  • Shield (armor)A shield bearing an old, scraped-away company emblem.
  • Traveling kit (adventuring gear)A healer's kit, whetstone, tooth-scraper, and a packet of letters he has never sent.

Possessions

A plain longsword with a notched pommel
A longbow and twenty arrows
A shield with its old company emblem scraped away
A tooth-scraper on a cord
Unsent letters to Odo and Amina
A folded list of names of the village survivors

Background

Jerry Hollowmoore began as a caravan guard, convinced that a steady wage and a sharp blade could keep life simple. At twenty-nine, he was hired to escort a group of refugees through a flooded pass. When a bridge gave way, Jerry had to choose between holding the rope line and chasing the bandits who had cut it. He stayed with the line; most of the travelers survived, but his closest friend and fellow guard, Odo, vanished into the torrent. Jerry spent the next decade taking dangerous contracts partly to find Odo and partly to prove he had made the right choice. Years later he learned Odo had survived, but had been taken in by smugglers and now avoids him, bitter that Jerry never came looking sooner. Jerry recently retired from a famous adventuring company after its reckless leader, Amina, left a village exposed to a monster attack to pursue a more valuable relic. He is now trying to gather witnesses and compensation for the survivors, while secretly preparing for the monster's return. He still writes to Amina, though every letter grows harder to finish.

Role in the story

A seasoned ally and moral counterweight who can connect the party to caravan routes, local survivors, and the consequences of reckless adventuring. Jerry can also become a source of tension if the characters repeat Amina's mistake or push him to confront Odo before he is ready.

“At twenty-nine, he was hired to escort a group of refugees through a flooded pass.”
From their background
Faction
Formerly a member of Amina's adventuring company; currently unaffiliated and acting on behalf of the abandoned village's survivors.

Known connections

Odo, his former fellow guard, survived the flooded pass and now works with smugglers. He resents Jerry's years of silence.
Amina, a celebrated former adventuring leader, remains Jerry's friend and current source of grief and anger.
The survivors of the village Amina abandoned trust Jerry to pursue restitution and warn them if danger returns.
Major secret · GM only
Minor secrets · GM only

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