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Dekk

Leshy · Unclassed creature · Level 4

Dekk

Night watchman, unofficial scarecrow, and maker of paper boats
“brave sprouts”
AC21
HP60/60
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice seems to come from the hollow space inside his gourd body: woody, dry, and slightly buzzy, like a reed vibrating in a bottle. He has the quick, clipped breath of someone accustomed to darting between fence rails. When rattled, his breath turns to a papery rattle and his next words may come out in a sudden burst.

He speaks in short, teasing phrases, with pauses placed just before the punchline. His vocabulary is full of fence, harvest, and weather images. When rattled, his words catch in a dry rustle and his breath makes a papery rattling sound.

Speech patterns

Asks questions with a teasing little pause before the last word.
Calls children 'brave sprouts' and adults 'grown roots.'
Uses farm and weather comparisons when discussing danger.
When caught in a lie, answers with a very specific truth about something irrelevant.

How to play them

Let Dekk perform his spooky fence-sitting act, but show that someone is amused rather than frightened. He responds best to questions about the farm, children, or his lantern. A sincere offer to help repair the irrigation ditch earns more trust than praise.

Goal

Restore the farm families' trust without asking Sheshi to choose between him and her mother.

Motivation

To belong to the farmstead without being treated as a tool, a threat, or a harvest ornament.

Secret · GM only

Appearance

A small gourd leshy sits astride a fence rail as if it were a throne, his body a squat bundle of curling vines and dry leaves. His round, ribbed head has a carved Halloween grin: uneven triangular teeth, a deep cleft chin, and a mouth that seems to stretch wider when the lantern beneath it flares. His amber eyes do not meet yours at first; they track your hands, then the children behind you, then the nearest escape route. He moves in quick, jointed hops, pausing so completely that he can be mistaken for a lumpy harvest ornament. His unexpected detail is the tidy, careful way he folds tiny paper boats from scraps of scarecrow cloth and sets them sailing in puddles.

Clothing

None. His natural rind, vines, and curled leaves form his whole body.

Body language

His head cants toward whoever is speaking, but his eyes keep moving around the edges of the conversation. When embarrassed, he turns his carved grin toward a fence post as if it were the one being addressed. When startled, his breath catches in a dry, papery rattle and the lantern swings hard enough to throw his shadow across the whole barn wall.

Height
2 feet 8 inches
Build
Small, stout, and low to the ground, with a hollow gourd torso and rootlike limbs.
Eyes
Amber
Hair
None; curling green vines and dry leaf tendrils
Skin
Deep orange rind with dull green patches and fine, dry ridges
Age
Young adult
Gender
Male
Size
Small

Distinguishing features

A deeply carved, uneven grin that looks more alarming when lantern-lit.
Amber eyes that watch hands and exits before faces.
A faint dry rattle in his breathing when he is frightened.
Tiny paper boats folded from scraps of old scarecrow cloth.

Personality

12 traits and drives

Dekk loves a well-timed fright and plays the villain for an audience, but becomes gentle and earnest the moment someone is genuinely scared. He is bold when defending children and evasive when adults ask about the fire. In a playful mood he chatters and bounces along the fence; when worried, he becomes still and watches every exit.

Alignment
Neutral

Quirks

Counts people by their shadows.
Turns his carved grin toward a fence post when embarrassed.
Folds a paper boat whenever someone says they are leaving.
Tests lantern oil by sniffing it, then makes a face as if it has insulted him.
Practices new frightening expressions on pumpkins that are already carved.

Habits

Counts passing people by their shadows rather than their faces.
Appears to scare children, then quietly checks that they are laughing and not crying.
Avoids stepping on living seedlings, even when fleeing.
Keeps the lantern wick trimmed and relit before he discusses anything serious.

Traits · 3

Mischievous in public, protective in private.
Quick to boast about his scares, reluctant to claim credit for helping.
Brave in a crisis, awkward during peaceful reconciliation.

Flaws · 3

Uses frightening pranks to hide how badly he wants to be welcomed.
Will risk himself for children even when a safer plan exists.
Avoids apologies until he can offer a practical repair or gift.

Fears · 3

That his frightening games will cause a child to stop trusting him.
Being taken away as a harvest decoration or burned as kindling.
That Sheshi will decide their friendship has become too much trouble.

Wants and needs · 3

A place to sleep where nobody will mistake him for produce.
A way to repair the broken irrigation ditch.
Reassurance that Sheshi's friendship is not conditional on being useful.

Combat

AC 21 · HP 60 · 25 feet

Dekk starts by trying to frighten opponents into backing away, using the fence and farm clutter for cover. He targets anyone threatening children or the lantern, then uses short hops to break line of sight. He avoids lethal force and flees if reduced to 15 Hit Points or fewer.

Dekk

Small humanoid (leshy), neutral
Armor Class21
Hit Points60
Speed25 feet
Level4
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsFortitudeReflexWill
SkillsDeceptionStealthNatureThievery
SensesDarkvision
Languages
Common,
Fey
Plant
Leshy
Small
Darkvision
Custom. Lantern-jump. While holding his lantern, Dekk can use it as the focus of his Frightful Lantern action.

Actions

Gourd Bash. Melee Strike, 5 feet, to hit; damage bludgeoning. Dekk swings his heavy wooden gourd-head or a stout root.
Frightful Lantern. Two actions, auditory, emotion, fear, mental. Dekk swings his lantern and snaps open his carved grin. Each creature in a 15-foot emanation must attempt a Will save. Critical success: unaffected for 1 minute. Success: unaffected. Failure: frightened 1. Critical failure: frightened 2. This is a custom ability, not a named Pathfinder 2E action.
Fence-Skip. One action, move. Dekk Steps or Strides up to 10 feet, then attempts to Hide if he has cover or is concealed. This movement is a custom ability and does not grant concealment.

Reactions

Fence-Line Interpose. Trigger: A creature Dekk can see moves adjacent to a child or other helpless creature he is protecting. Dekk Steps into an adjacent space between them if that space is open. This is a custom protective reaction and does not prevent the triggering movement.

Services they sell

Night watch along the farm's fence line.
A guide through the fields and irrigation paths after dark.
A discreet messenger for children who are afraid to approach an adult.

Rewards they can give

A safe route through the farm's fence gaps after dark.
A handmade paper boat with a tiny lantern drawn inside.
A warning about dangerous activity around the farmstead.

Equipment

  • Farm lantern (worn equipment)A palm-sized iron lantern with a horn window and a wick Dekk has repaired many times. It provides light but has no special combat effect beyond his custom Frightful Lantern ability.
  • Boat-making scraps (personal keepsake)A small bundle of cloth scraps, twine, and carefully folded paper boats.

Possessions

A small iron farm lantern
A bundle of cloth scraps and twine
A few folded paper boats

Background

Dekk sprouted in a neglected pumpkin patch on the edge of Bristlefield, a farmstead built where thorn scrub had to be cleared. He was first mistaken for a rotten harvest gourd and left in a wagon bound for the compost heap. A child named Sheshi found him there, heard him muttering at the dark, and smuggled him back in a flour sack. Dekk learned to frighten children from the safe side of the fence, then walk them home when the night became truly frightening. Years later, a barn fire trapped Sheshi's younger brother. Dekk broke his own patch's irrigation ditch to flood the barn floor, saving the boy but ruining the harvest and earning the anger of farmer Thessa, Sheshi's mother. He now lives on the fence line, doing odd nighttime errands and trying to repair the farm's trust in him. Sheshi still brings him scraps for his paper boats, but has begun asking him to leave before the other children arrive.

Role in the story

A spooky but sympathetic farmstead guardian whose pranks can lead the party to a real danger, while the truth about the barn fire complicates his attempt to make amends.

“He was first mistaken for a rotten harvest gourd and left in a wagon bound for the compost heap.”
From their background
Faction
No formal faction. He is tolerated, uneasily, by the Bristlefield farm families.

Known connections

Sheshi, a farm child who found him and remains his closest friend.
Thessa, Sheshi's mother, who blames Dekk for the ruined harvest but knows he saved her son.
The children of Bristlefield, who trade stories about him and leave him scraps of cloth for his paper boats.
Major secret · GM only
Minor secrets · GM only

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