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Lyra the demon slayer beast

Human · Ranger 3, Demon-Slayer (custom archetype) · Level 3

Lyra the demon slayer beast

Traveler and fiend hunter
AC15
HP28/28
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Her voice has the dry, slightly rough edge of someone used to dust, cold mornings, and shouting over wagon wheels. She speaks clearly and directly, with a quick lift at the end of a question and a clipped, emphatic cadence when danger is near.

She speaks in short, practical phrases shaped by years of calling directions over wind and wagon noise. Her words have a faint rasp from dust and smoke, and she tends to stress the final word of a warning. She swears creatively when a strap breaks, but avoids grand declarations.

Speech patterns

Asks what a place smells like before asking what happened there.
Uses plain, practical comparisons drawn from weather, animals, and road work.
Calls people by their names once she has learned them, especially when trying to calm them.
When suspicious, repeats a person's last few words as a question.

How to play them

Approach Lyra with practical information, a clear reason for seeking her help, or a chance to protect someone vulnerable. She is warm toward frightened people but tests confident strangers with direct questions. Do not mistake her jokes for a lack of seriousness.

Goal

Find the fiend behind the disappearances along the old survey road and prevent another family from being broken by it.

Motivation

Lyra wants to make the roads safer, but beneath that duty she is trying to prove that leaving the ravine was not the same as abandoning her mother.

Secret · GM only

Appearance

Lyra is a rangy young woman with a traveler's springy stride and a habit of occupying more space than the narrow road seems to allow. Her dark curls are usually tied back with a strip of red cloth, though loose coils escape around her temples. She smells strongly of crushed juniper, wet wool, and the sharp, mineral tang of the demon-repelling salve she rubs into her gloves; she knows the smell clings to her and considers it useful. Her smile arrives suddenly and vanishes just as quickly, leaving the impression of a friendly dog that has heard something moving in the brush.

Clothing

A patched dark-green traveling coat over boiled-leather armor, with a red scarf, mud-stiff boots, and a row of small bone and copper charms sewn inside the collar.

Body language

She plants her feet wide and leans into conversations as if bracing against weather. Her hands are always busy: checking a buckle, rubbing salve into a glove, or measuring the distance to a door. When she is worried, she lifts her chin and sniffs the air.

Height
5 feet 8 inches
Build
Lean, long-limbed, and sturdier than her quick movements first suggest.
Eyes
Hazel brown
Hair
Dark brown, nearly black
Skin
Warm olive with sun-browned cheeks
Age
24
Gender
Female
Size
Medium

Distinguishing features

Her coat and gloves carry a persistent juniper-and-mineral smell from her homemade anti-fiend salve.
She takes up an unexpectedly broad stance in crowded rooms and often forgets that others need space.
A narrow strip of red cloth is knotted around the hilt of her sword, faded almost pink at the edges.

Personality

12 traits and drives

Lyra is openly generous with the frightened and impatient with the comfortable. She can joke through a tense meal, but becomes all business when someone is in danger. She wants to be seen as capable and unafraid, yet she is quick to comfort others because she knows what panic feels like. When tired, her warmth turns into bluntness; when ashamed, she becomes overactive and volunteers for every dangerous task.

Alignment
Chaotic good

Quirks

Sniffs doorways and cups before using them, claiming it is road sense.
Counts a room's exits on her fingers while pretending to scratch her palm.
Leaves one bite of every meal untouched as an offering to whoever is missing.
Gives her sword a name only when speaking to it in private, but refuses to tell anyone what it is.

Habits

Checks the wind before entering an unfamiliar building, even when there is no breeze.
Offers food to frightened people before asking them questions.
Positions herself between a stranger and the nearest exit, then pretends it was accidental.
When she thinks she has found a fiend's trail, she becomes brisk and almost cheerful.

Traits · 3

She treats strangers like potential friends until they give her a reason not to, but checks every shadow before sleeping.
She is proud of her skill and dislikes being rescued, yet will gladly accept help if someone else is in danger.
She makes people laugh when a room is frightened, then quietly watches to see who is still afraid.

Flaws · 3

She assumes she must personally take the dangerous position, even when others are capable.
Her suspicion of imitated voices can make her distrust people who are simply frightened or confused.
She rarely admits when grief, rather than evidence, is driving a decision.

Fears · 3

Hearing her mother's voice used as a fiend's lure.
Becoming so consumed by the hunt that Tavi stops expecting her return.
Mistaking an innocent person's strange behavior for proof of possession.

Wants and needs · 3

Needs reliable information about the disappearances on the old survey road.
Wants her brother to understand that leaving home did not mean she stopped loving him.
Needs someone she trusts to remind her that survival is not a betrayal.

Combat

AC 15 · HP 28 · 30 ft.

Lyra marks the most dangerous enemy with Favored Foe, then uses her longbow to test its defenses and keep away from groups. She switches to her silvered longsword when cornered or when a fiend closes in. Against fiends, she uses Protection from Evil and Good before committing to close combat. She retreats if civilians are at risk, preferring to draw a foe away rather than hold ground at any cost.

Lyra the demon slayer beast

Medium humanoid (human), chaotic good
Armor Class15
Hit Points28
Speed30 ft.
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterity
SkillsAthleticsPerceptionSurvivalAnimal Handling
SensesPassive Perception 11
Languages
Common,
Infernal
Favored Foe (custom): Once per turn when Lyra hits a creature she can see, she can mark it for 1 minute. The first time each turn she hits the marked target, it takes an extra damage. She can use this feature twice per long rest.
Demon-Scented (custom): Lyra has advantage on Wisdom (Perception) checks that rely on smell to detect fiends.
Ranger Spellcasting. Wisdom is her spellcasting ability. Spell save , spell attack bonus +4. She has three 1st-level spell slots.

Spells

Protection from Evil and Good (level 1, abjuration). A creature touched by Lyra is protected against aberrations, celestials, elementals, fey, fiends, and undead. Such creatures have disadvantage on attacks against the target, and the target cannot be charmed, frightened, or possessed by them. Requires concentration, up to 10 minutes.
Hunter's Mark (level 1, divination). For up to 1 hour, Lyra can concentrate on a creature she can see within 60 feet. The first time on each of her turns she hits it with a weapon attack, it takes an extra damage. If the target drops to 0 hit points before the spell ends, she can use a bonus action on a later turn to mark a new creature.
Detect Evil and Good (level 1, divination). For up to 1 hour, Lyra can concentrate on a creature within range and sense the direction to it if it is on the same plane of existence. The spell ends if the target is on a different plane or if Lyra casts it again.

Actions

Silvered Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage, or if wielded with two hands.
Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: piercing damage.
Beast's Verdict (Recharge 5-6). Lyra makes one longsword attack. If the target is a fiend, the attack deals an extra radiant damage. This is a custom feature, not an official class feature.

Reactions

Road-Hardened Guard. When a creature Lyra can see hits her with an attack, she adds 2 to her AC against that attack, potentially causing it to miss. She must be wielding a weapon. Once used, she cannot use this reaction again until the start of her next turn. This is a custom defensive feature.

Services they sell

Can guide travelers through back roads and identify likely fiend activity.
Can help prepare camps and teach basic wilderness precautions.
Can offer practical advice about fiends, though her knowledge is based on experience rather than formal scholarship.

Rewards they can give

A vial of demon-repelling salve, with no guaranteed mechanical effect.
A marked route map showing safe wells and shrine shelters.
A reliable introduction to caravan guards or local shrine keepers.

Equipment

  • Silvered longsword (weapon)A well-used longsword with a silvered edge and a red cloth strip at the hilt.
  • Longbow and 20 arrows (weapon)A plain longbow with a repaired grip and a weatherproof quiver.
  • Studded leather armor (armor)Studded leather armor concealed beneath a travel coat.
  • Demon-repelling salve (adventuring gear)A bitter-smelling paste of juniper ash, salt, and mineral oil. It has no mechanical effect unless the DM gives it one.
  • Road kit (adventuring gear)A small tin of dried food, flint and steel, a waterskin, and a folded route map marked with old shrines.

Possessions

A silvered longsword
A longbow and quiver
A folded map of shrine roads
Her mother's brass herb tin
An unsent letter to Tavi
A small pouch of pear candies

Background

Lyra grew up carrying messages between isolated road shrines with her mother, a healer who taught her which herbs calmed fever and which ones made a demon's borrowed skin blister. At seventeen, Lyra guided a caravan through a ravine where a fiend had been mimicking the voices of lost travelers. She recognized the deception too late. Her mother stayed behind to hold the creature at a narrow pass, giving Lyra time to lead the survivors out. That choice turned Lyra from a courier into a hunter, but it also left her angry at anyone who treats sacrifice as noble when someone else pays the price. She learned blade work from a retired caravan guard and practical warding from a roadside priest. Now she travels from hamlet to hamlet, tracking reports of unnatural smells, livestock born with too many shadows, and voices coming from empty wells. She sends part of her earnings to her younger brother, Tavi, who runs their mother's old shrine and wants her to come home. Lyra's current trail points toward a string of disappearances near the old survey road, where she suspects a fiend is luring people by imitating the dead.

Role in the story

A capable but emotionally entangled guide who can help the party identify fiendish signs, teach them how to travel safely, and draw them into the mystery of the disappearances on the old survey road.

“At seventeen, Lyra guided a caravan through a ravine where a fiend had been mimicking the voices of lost travelers.”
From their background
Faction
No formal faction. She cooperates with local shrine keepers and caravan crews when their aims align.

Known connections

Tavi, her younger brother, keeps their mother's roadside shrine and sends blunt letters asking when she will come home.
Mikel, a retired caravan guard, taught her sword work and still expects her to report in when she passes through his town.
Sada, a traveling physician, trades Lyra remedies and news, but worries that Lyra's hunt is becoming a way to avoid grief.
Major secret · GM only
Minor secrets · GM only

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