Skip to content
CreatePricing
Galdan - AI-generated fantasy NPC

Galdan

Human · Druid, 5th level; Circle of the Land (Swamp) · Level 5

Galdan

Traveling alchemist and floodplain healer
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, breath-catching intake precedes many of his answers, as if he is checking the air for smoke. His voice is roughened by years of calling over rushing water and stills, with a small rasp at the ends of phrases. He does not soften his volume when angry; he becomes faster and more exact, snapping out measurements and instructions.

He speaks in plain, workmanlike sentences, often comparing a problem to water finding a crack or a stew turning sour. His speech carries the careful cadence of someone who learned to give instructions over the noise of a still and a river. When anxious, he circles back to measurements and repeats quantities.

Speech patterns

Begins practical answers with a question about symptoms, weather, or what the person last ate.
Uses plain comparisons drawn from cooking, river currents, and spoiled food.
When embarrassed, explains the chemistry of an ordinary object at unnecessary length.
Calls people by their names once he has learned them, even during a hurried argument.

How to play them

He offers immediate practical help before asking who someone is. He trusts people who follow instructions around medicines and water, and gives guarded answers about his family. A sincere apology or useful evidence of the river's contamination earns more confidence than coin.

Goal

Find the source of the new river contamination, stop it before the next flood, and make a visit to Dena that is not accompanied by an excuse.

Motivation

To make useful knowledge available to ordinary people without letting profiteers turn healing into another instrument of control.

Secret · GM only

Appearance

Galdan has a broad, weathered face, a blunt nose, and a habit of pausing with his lips parted as if tasting the air before he answers. His stride is slightly lopsided from years of carrying a heavy still on his left shoulder, but his hands are quick and exact when measuring powders. A small, unexpectedly polished brass toy horse dangles from his belt, carefully wrapped against spills; it belonged to his daughter. He leaves the impression of a practical man who has made room for one stubborn tenderness.

Clothing

A moss-brown wool coat patched with waxed canvas, a faded green scarf, leather apron stained with plant oils, mud-dark trousers, and boots wrapped at the ankles against leeches. His belt carries vials in padded loops and a little brass horse.

Body language

He favors his left side under a pack and walks with a short, rolling hitch in his step. When listening, he goes nearly still and holds his breath for a beat, then releases it through his nose. His fingers are always busy with a cork, a sprig, or a bit of twine.

Height
5 feet 9 inches
Build
Sturdy, thick through the shoulders and forearms, with the compact strength of someone accustomed to hauling water and equipment.
Eyes
Dark hazel, with fine amber flecks
Hair
Iron-gray threaded through dark brown, cut close and usually flattened by a cap
Skin
Weathered olive-brown, with a pale line across his forehead where his cap usually sits
Age
Forty-one
Gender
Male
Size
Medium

Distinguishing features

Pauses with his lips parted as though tasting the air before speaking.
A slightly lopsided gait from years of carrying a heavy still on his left shoulder.
A polished brass toy horse hangs from his belt in a protective cloth wrap.
His coat smells faintly of crushed fennel, wet clay, and smoke.

Personality

12 traits and drives

Galdan is patient with the frightened and impatient with the careless, yet his sternness often hides a deep fear of making another mistake. In a crisis he becomes brisk and commanding; when alone, he frets over small choices and fusses over his equipment. He believes remedies should be shared freely, but resents anyone who treats his knowledge as if it cost him nothing.

Alignment
Neutral good

Quirks

Names each of his bottles after the last thing it contained, even after washing it thoroughly.
Taps a vial twice against his thumbnail before uncorking it.
Collects smooth river stones, then sorts them by sound when struck together.
Carves tiny animals during awkward silences, usually birds with oversized feet.

Habits

Tests unfamiliar water by wetting one fingertip and touching it to his lower lip, then spits discreetly if it tastes wrong.
Works with meticulous concentration when preparing medicine, but rushes through his own meals and forgets to sleep.
After treating a child, he tends to carve a tiny animal from scrap wood while waiting for the family to settle.
When he suspects a lie, he asks the speaker to repeat the last detail rather than challenging them directly.

Traits · 3

He can calmly explain a poison's effects while tending the person who drank it, but later replays every choice he made.
He is generous with medicine and stingy with praise, though he remembers every kindness shown to him.
He distrusts grand promises yet quietly hopes people will keep the small ones.

Flaws · 3

Treats asking for help as an admission that he has failed.
Will overwork himself rather than leave a patient unattended.
His suspicion of commercial remedies can make him slow to trust useful allies.

Fears · 3

That another careless dose will kill someone who trusted him.
That Dena will grow up remembering only his absence.
That the river's newest sickness has a human cause he cannot prove.

Wants and needs · 3

Clean water and reliable ingredients for the shelter's medicine supply.
A way to expose the contamination without leaving local families without treatment.
A chance to speak honestly with Dena and ask what she wants from him now.

Combat

AC 15 · HP 38 · 30 ft.

He tries to keep allies between himself and danger, opening with Entangle or Spike Growth to control the ground. He uses healing spells to keep a companion standing rather than waiting for a perfect moment, and favors ranged attacks or Wild Shape when pressed. He avoids killing when a disabling spell or escape route will do, but becomes fiercely decisive if someone threatens patients or children.

Galdan

Medium humanoid (human), neutral good
Armor Class15
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsMedicineNaturePerceptionSurvivalAnimal Handling
SensesPassive Perception 16
Languages
Common,
Druidic
Druidic
Wild Shape, two uses per short or long rest; maximum beast CR 1/2, no swimming or flying speed
Spellcasting, Wisdom is his spellcasting ability; spell save , spell attack bonus +6
Custom. Field Distillation. During a short rest, Galdan can prepare one antitoxin or one healing draught. The draught restores hit points when consumed. It loses potency at the next dawn.

Spells

Druidcraft (cantrip, transmutation). Druid cantrip; creates a harmless sensory effect involving nature, such as a faint odor or a small movement of leaves.
Poison Spray (cantrip, conjuration). Druid cantrip; a ranged spell attack dealing poison damage on a hit.
Thorn Whip (cantrip, transmutation). Druid cantrip; a ranged spell attack dealing piercing damage on a hit, with the spell's normal limits on subsequent attacks.
Fog Cloud (level 1, conjuration). 1st level, always prepared as a Circle of the Land (Swamp) spell; creates a cloud of fog.
Darkvision (level 1, transmutation). 1st level, always prepared as a Circle of the Land (Swamp) spell; grants a creature enhanced ability to navigate darkness.
Cure Wounds (level 1, evocation). 1st level; heals a creature he touches for hit points.
Goodberry (level 1, transmutation). 1st level; a creature he touches gains temporary hit points for up to 1 hour.
Fog Cloud (level 1, conjuration). 1st level; creates a poisonous cloud that can obscure sight and poison creatures that fail their saving throws.
Darkness (level 2, evocation). 2nd level, always prepared as a Circle of the Land (Swamp) spell; creates a sphere of magical darkness.
See Invisibility (level 2, divination). 2nd level, always prepared as a Circle of the Land (Swamp) spell; grants a creature the ability to see invisible creatures and objects.
Entangle (level 2, conjuration). 2nd level; restrains creatures in a 20-foot square of grasping plants that is difficult terrain.
Spike Growth (level 2, transmutation). 2nd level; creates a field of thorny ground that damages creatures moving through it.
Summon Beast (level 2, conjuration). 2nd level; conjures a spirit that can heal allies or attack nearby creatures.
Call Lightning (level 3, conjuration). 3rd level; calls down a storm that can deal lightning damage and create a persistent storm cloud.
Polymorph (level 3, transmutation). 3rd level; transforms a willing creature into a beast with a challenge rating no greater than its level, or a smaller creature into a beast of the same size.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage, or if wielded with two hands.
Sling. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: piercing damage.
Bitterglass Vial. Galdan throws a stoppered ceramic vial at a point within 30 feet. It bursts in a 5-foot-radius cloud until the start of his next turn. Creatures in the cloud must succeed on a Constitution saving throw or be poisoned until the cloud disperses. This is a custom alchemical action, not a spell. Once used, it cannot be used again until Galdan finishes a short or long rest.
Wild Shape. Galdan magically assumes the shape of a beast he has seen before, using the normal 5th-level druid Wild Shape limits. His gear merges into the form or falls to the ground, at his choice.

Reactions

Quick Countermeasure. When a creature Galdan can see within 30 feet takes damage, he can use his reaction and expend a spell slot to reduce the damage by per slot level, to a maximum of , provided the damage is dealt by a creature or hazard he can see. This is a custom druid feature, not an official class feature.

Services they sell

Treats ordinary wounds and common illnesses for no fixed fee, accepting food, labor, or clean water instead.
Identifies familiar plants, natural poisons, and signs of water contamination.
Can brew antitoxin or a modest healing draught when given time and suitable ingredients.

Rewards they can give

A dose of antitoxin or a healing draught prepared during a short rest.
A poultice that grants advantage on one saving throw against disease within the next 24 hours.
Evidence identifying the source of river contamination, if the party helps him investigate.

Equipment

  • Quarterstaff (weapon)A knotted wooden staff used for walking and defense.
  • Sling and ammunition (weapon)A sling, twenty smooth stones, and a pouch of dried berries.
  • Field apothecary kit (tool)A leather apothecary case containing stoppered vials, a mortar, a small scale, and labeled packets of herbs.
  • Willow focus (spellcasting focus)A druidic focus made from a forked willow branch bound with river reeds.
  • Dena's horse (keepsake)A brass toy horse wrapped in cloth, kept carefully away from his chemicals.

Possessions

Apothecary case and field still
Willow druidic focus
Quarterstaff and sling
Brass toy horse belonging to his daughter
A sealed packet of floodwater residue wrapped in oilcloth

Background

Galdan was raised among reed cutters on the edge of a floodplain, where his mother taught him which plants soothed fever and which merely hid it. He left home to apprentice with a traveling apothecary, then returned after a spring flood poisoned the village wells with runoff from a dye works. His first attempt at a mass remedy was badly measured; it saved many people, but his younger brother was among those who took it too late. Galdan spent years learning druidic rites from a marsh hermit and refining his craft until medicine and nature stopped seeming like rival explanations. He now treats the sick at a roadside shelter and quietly tests the water upstream. His former teacher, Vorka, wants him to sell a potent preservation formula to a wealthy river factor. His daughter, Dena, lives with her other parent in a market town and believes he chose his work over her. He sends her letters and small carved animals, none of which he has managed to deliver in person. The floodplain is suffering another strange die-off, and Galdan suspects someone has resumed dumping waste into the river.

Role in the story

A capable healer and source of local knowledge whose investigation can reveal a pollution scheme, while his buried complicity in an old medical disaster complicates his credibility.

“He left home to apprentice with a traveling apothecary, then returned after a spring flood poisoned the village wells with runoff from a dye works.”
From their background
Faction
Independent healer at the Reedjaw Shelter; formerly apprenticed to Vorka's traveling apothecary company.

Known connections

Dena, his daughter, who lives with her other parent and has stopped replying to his letters.
Vorka, his former apothecary mentor, who taught him distillation and now seeks to sell a formula Galdan considers dangerous.
Tamas, a floodplain ferryman who carries Galdan's medicines and warns him about suspicious river traffic.
The residents of the Reedjaw Shelter, a roadside refuge where Galdan treats travelers and local families.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Galdan into a sheet

A high-res, share-ready sheet you can post or print.