Skip to content
CreatePricing
Yevna - AI-generated fantasy NPC

Yevna

Elf · Wizard · Level 5

Yevna

Road surveyor, ward-repairer, and freelance guide
“Three paces, not four. The stones are loose after the third.”
AC15
HP32/32
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has a dry, lightly rasped edge from years of talking over wind and wagon wheels. Each sentence begins with a short nasal intake, then arrives in clear, measured phrases, as if she is laying markers along a road. She stresses distances and directions sharply; her dry jokes land with the same matter-of-fact delivery as a warning.

Her words are measured and practical, shaped by years of giving directions over wind and wagon noise. She uses short clauses when danger is near, with exact distances and landmarks. In a safe room she lets dry humor surface; when distressed, she starts correcting other people's estimates.

Speech patterns

Gives directions as a sequence of landmarks, then asks the listener to repeat them back.
Uses exact measurements when nervous: 'Three paces, not four. The stones are loose after the third.'
Answers boasting with a mild question that tests whether the speaker understands the risk.
When comforting someone, offers a concrete next step rather than an easy promise.

How to play them

She is practical and courteous with strangers, but asks where they came from and how they found their way before offering help. She earns trust by giving useful information freely. If asked about the destroyed charts, she explains the choice without apology, though she changes the subject if someone calls it heroic.

Goal

Discover why roads recorded on her maps are changing, and find a way to warn travelers before the changes strand them.

Motivation

Yevna believes maps should help people make choices, not disguise uncertainty. She wants to understand the changing roads before another traveler pays for someone else's false certainty.

Secret · GM only

Appearance

Yevna is a lean, long-limbed elf who stands as if balancing a tray on her head, even when carrying a pack. Her warm brown skin has a dry, fine-grained texture, and the skin at her knuckles is dusted with pale chalk from years of handling spell diagrams. She moves in quick, economical turns, stopping with unnerving precision. Before she speaks, she draws a short breath through her nose, as if testing the air for rain. Her coat is patched at the elbows with mismatched cloth, but every patch is stitched in careful little squares. The unexpected detail: she keeps a bright yellow wooden toy duck tucked into her belt, and solemnly consults it before choosing a direction.

Clothing

A practical, weather-darkened coat with square elbow patches, a high collar, and a row of inside pockets for chalk and folded diagrams. Her boots are well-oiled but mismatched in shade. A bright yellow wooden duck rides at her belt beside a plain wand.

Body language

She angles her shoulders toward whoever is speaking but keeps her feet pointed at the nearest exit. When thinking, she taps a thumb against the toy duck's beak. She holds eye contact steadily during difficult conversations, then abruptly looks away to check some detail in the room.

Height
5 feet 8 inches
Build
Lean and long-limbed, with a traveler's stamina and a slight forward tilt from years bent over maps.
Eyes
Moss green with fine gold flecks
Hair
Dark brown, threaded with silver and usually tied into a short, low knot
Skin
Warm brown with a fine, dry texture
Age
Adult, 143 years old
Gender
Female
Size
Medium

Distinguishing features

A brief, deliberate nasal intake of breath before she speaks.
Square, meticulously stitched elbow patches in visibly different fabrics.
A bright yellow wooden duck kept at her belt and consulted like a compass.
Chalk dust settles in the creases of her knuckles and along the seams of her coat.

Personality

14 traits and drives

Yevna is precise and self-reliant, yet quick to spend her last dry blanket on a stranded stranger. In ordinary company she is wry and even playful; under pressure she becomes blunt, directive, and impatient with grandstanding. She distrusts certainty but can cling fiercely to a plan once she has made one. She is proud of surviving a terrible choice and quietly longs for someone else to tell her she should not have had to make it.

Alignment
Neutral Good

Quirks

Asks her wooden duck to choose a direction, then follows the direction she had already decided on.
Draws a tiny map of every room she enters, marking the door with a square.
Refuses to say 'straight ahead'; she gives a distance and a landmark instead.
Keeps one dry piece of chalk wrapped in a scrap of clean linen and becomes visibly distressed if it gets wet.
When a plan works perfectly, she knocks twice on the nearest wooden surface as if thanking it.

Habits

Checks doorways, windows, and visible exits before sitting down.
When solving a problem, sketches tiny maps on any available scrap, including napkins and her own sleeve.
After a spell goes wrong, she calmly writes down what happened before she allows herself to complain.
If someone is lost or frightened, she becomes warm and practical; if someone boasts about expertise, she asks precise questions until the bluff shows.

Traits · 4

Generous with practical help, guarded with personal history.
Dryly amused by small absurdities, but unsparing when someone puts others at risk.
Careful about uncertainty, yet stubborn once she has committed to a course.
More patient with frightened novices than with confident experts.

Flaws · 3

She treats uncertainty as a problem to solve even when people need comfort more than an answer.
She puts off family visits until a task is finished, then finds another task.
Once she has made a plan, she can be stubborn about changing it in front of other people.

Fears · 3

That the shifting roads are evidence she failed to save something more important than the star charts.
Being forced to choose between her family and the people who depend on her work.
A confident map that leads someone into danger.

Wants and needs · 4

A safe way to investigate the roads that are changing without endangering travelers.
To reconcile with her brother before another season of work passes.
A chance to tell Orvo about the surviving chart fragment on her own terms.
Reliable news from her parents' caravan.

Combat

AC 15 · HP 32 · 30 ft.

She begins by using control or cover, preferring Web, Grease, or Fog Cloud to scatter opponents and protect allies. She uses Mage Armor before a dangerous expedition, keeps Shield ready, and saves Misty Step to escape a melee or reach a better angle. She avoids trading blows and uses Fire Bolt or Arcane Bolt when a spell slot is not worth spending.

Yevna

Medium humanoid (elf), neutral good
Armor Class15
Hit Points32
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsArcanaInvestigationPerceptionSurvival
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Elvish,
Draconic,
Dwarvish
Elf. Darkvision 60 ft.; Fey Ancestry grants advantage on saving throws to avoid or end the Charmed condition.
Wizard spellcasting. Intelligence is the spellcasting ability; spell save , spell attack bonus +6. She has four 1st-level and two 2nd-level spell slots.
Arcane Recovery. Once per day after a Short Rest, she can recover spell slots with a combined level of up to 3, none higher than 2nd level.

Spells

Fire Bolt (cantrip, evocation). A mote of fire streaks to a target. Ranged spell attack; on a hit, the target takes Fire damage.
Prestidigitation (cantrip, transmutation). She creates a small, harmless sensory effect, such as a brief sound, an odor, or a flicker of light.
Mage Hand (cantrip, conjuration). She creates a hand-shaped spectral force that can manipulate objects at a distance.
Mind Sliver (cantrip, enchantment). A creature makes a Wisdom saving throw or takes Psychic damage and subtracts from its next attack roll or ability check before the spell ends.
Mage Armor (level 1, abjuration). Creates a magical barrier that sets her base AC to 13 + her Dexterity modifier while she is not wearing armor.
Fog Cloud (level 1, conjuration). She creates a 10-foot-radius sphere of fog centered on a point within range. The area is Heavily Obscured.
Tasha's Caustic Brew (level 1, evocation). A creature makes a Dexterity saving throw or takes Acid damage at the end of its next turn. Up to two creatures can be targeted with a higher-level slot.
Web (level 2, conjuration). She creates a 20-foot cube of sticky webs that can restrain creatures and hamper movement. The webs are flammable.
Misty Step (level 2, conjuration). She teleports up to 30 feet to an unoccupied space she can see.
Witch Bolt (level 2, evocation). A creature makes a Dexterity saving throw or takes Lightning damage, half as much on a success. A second creature within 5 feet of the first can also be struck.

Actions

Arcane Bolt. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 9 () force damage.
Spellcasting. She casts a prepared spell from her spell list, expending a spell slot as appropriate. Her spell save DC is 14 and her spell attack bonus is +6.
Measured Retreat. She makes one Arcane Bolt attack, then moves up to 10 feet without provoking Opportunity Attacks.

Reactions

Shield. When hit by an attack or targeted by Magic Missile, she casts Shield, gaining a bonus to AC until the start of her next turn, including against the triggering attack, and taking no damage from Magic Missile.

Services they sell

Guide the party through mapped or lightly shifting terrain
Repair or assess a simple magical ward
Copy a route map and mark hazards, uncertain landmarks, and safe camps
Identify common arcane effects and explain practical precautions

Rewards they can give

A reliable route through dangerous or changing terrain
A repaired minor ward or a careful assessment of an area's magical defenses
A hand-copied map with uncertainty and hazards clearly marked
If the party earns her trust, a lead on the shifting roads and access to her hidden chart fragment

Equipment

  • Notched wand (arcane focus)A plain ash wand marked with tiny distance notches; she uses it as a focus and a measuring rod.
  • Oilcloth spellbook (adventuring gear)A spellbook bound in oilcloth, full of routes, diagrams, and corrections written in three inks.
  • Bashi (personal keepsake)A small yellow wooden duck with a chipped beak. It has no magic, but she trusts it more than a compass.
  • Survey kit (tools)A folded set of surveyor's instruments, chalk, charcoal, waxed thread, and a small brass ruler.

Possessions

Oilcloth spellbook containing her prepared spells and annotated route sketches
Notched ash wand
Yellow wooden duck named Bashi
Surveyor's kit with chalk, charcoal, waxed thread, and brass ruler
A water-damaged fragment of a star chart hidden inside her coat lining
A letter from her brother Pelen, folded and unfolded until its edges have gone soft

Background

Yevna grew up in a caravan of mapmakers who charted the shifting salt roads between inland towns. Her mother, Sada, taught her to read landmarks; her father, Tömür, taught her that a useful map admits what it does not know. At twenty-six, Yevna was apprenticed to the observatory at the Ford of Three Reeds, where she learned wizardry by calculating the paths of reflected stars in a flooded cistern. During a winter survey, a flood trapped her and her mentor, Orvo, beneath the observatory. Yevna had to choose between saving the carefully guarded star charts and using their enchanted ink to mark a safe route through the water. She destroyed the charts and guided Orvo and six workers out. The choice made her a better mage and cost her the approval of the observatory's patrons. She now earns her living repairing wards, locating missing travelers, and correcting maps that claim certainty where none exists. Orvo, now a reclusive teacher, still sends her difficult puzzles; her younger brother, Pelen, wants her to come home and help their aging parents; and the observatory's former patron, Magistrate Edrun, is demanding repayment for the lost charts. Yevna has recently noticed that several roads on her old maps have begun to move overnight.

Role in the story

A resourceful guide and investigator who can help the party navigate a region whose roads are changing. Her hidden chart fragment makes her both a valuable ally and a possible source of the danger.

“Her mother, Sada, taught her to read landmarks; her father, Tömür, taught her that a useful map admits what it does not know.”
From their background
Faction
Former junior scholar of the observatory at the Ford of Three Reeds; currently independent.

Known connections

Orvo, her former mentor, lives at the observatory and sends her star puzzles that may be warnings.
Pelen, her younger brother, runs the family mapmaking cart and resents that Yevna keeps postponing a visit.
Magistrate Edrun, patron of the old observatory, insists she owes him for the charts she destroyed.
Sada and Tömür, her parents, still travel the salt roads and rely on Yevna's occasional letters and repaired route maps.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Yevna into a sheet

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