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Alan - AI-generated fantasy NPC

Alan

Human · Paladin 15, Oath of Vengeance · Level 15

Alan

Former king; wandering dragon fighter
“Let it be entered into the record.”
AC19
HP135/135
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“Who gets hurt if this fails?”
From how they speak

Voice

Alan's voice is dry and rasped by centuries of smoke, dust, and shouting orders through a helm. He articulates like a commander who once had to make himself heard across a crowded court, with crisp consonants and a measured pace. When he is tired, old formal phrases slip into his speech; when angry, his words become more direct and his volume rises rather than softens.

His speech carries the clipped precision of a commander used to being obeyed and the old formal turns of a court that no longer exists. Years of smoke and dust have left his consonants dry and slightly rasped. He speaks plainly when discussing danger, but slips into ceremonial phrasing when an oath or a royal duty is mentioned.

Speech patterns

Uses the language of royal decrees when frightened or uncertain: 'Let it be entered into the record.'
Asks blunt, practical questions before accepting a plan: 'Who gets hurt if this fails?'
Calls the dragon 'the Beast' even after hearing its true nature.
When exhausted, repeats the same oath in slightly altered wording, as if checking that it still holds.
Uses old courtly forms of address, then catches himself and replaces them with a plain name.

How to play them

Meet Alan as a weary, disciplined man rather than a mad immortal. He responds best to plain speech, practical help, and promises made carefully. Do not mock his oath or call his struggle pointless. If the party presents evidence that the dragon's presence is disrupting the future, he will listen reluctantly, especially if they connect that danger to people he can protect now.

Goal

Slay the Beast that terrorizes the kingdom, keeping the drunken oath that has outlived the kingdom itself.

Motivation

Keep his word, protect whoever is still within reach, and prove that the Beast can be made to answer for what it has done.

Secret · GM only

Appearance

Alan looks like a king who has been dragged through the same battlefield for generations and returned to it before the mud could dry. His armor is a patchwork of battered plate, repaired mail, and leather darkened by soot and old rain. The seams are thick with resin, wire, and strips cut from his former banners. His once-white cape hangs in stiff, ragged folds, dyed nearly black by grime and soaked through with the rust-brown blood of man and dragon. He moves with the economical balance of someone who has learned to fight while exhausted: each step placed carefully, each turn already guarding the next opening. He smells unmistakably of wet iron, woodsmoke, and the sharp mineral stink of dragon blood, and seems not to notice. The unexpected detail is a tiny, painstakingly mended bird's nest tucked inside his battered crown, padded with soft wool; he has never explained why he carries it.

Clothing

Mended plate over a dark, sweat-stiff gambeson; a torn cape once white; a chipped crowned helm held together with rivets and a leather strap; a broad belt carrying the tools of a soldier rather than courtly finery.

Body language

He stands as if an invisible shield still covers the left side of his body. His shoulders are squared but not relaxed, and his hands settle close to the weapons at his belt whenever anyone mentions the dragon. When listening, he tips his crowned helm slightly forward, as if weighing testimony in a court. After a rare joke, a brief, surprised smile crosses his face and vanishes before he can trust it.

Height
6 feet 2 inches
Build
Broad-shouldered and powerfully built, though fatigue has drawn the flesh tight over his arms and ribs. His strength is practical, maintained by centuries of walking, hauling, and fighting.
Eyes
Dark hazel, usually narrowed against smoke, rain, or the glare of scales.
Hair
Iron gray, cropped unevenly beneath his helm; a few strands are permanently caught in the crown's battered lining.
Skin
Weather-browned and wind-rough, with a faint gray cast where soot and old metal dust have settled into the creases of his hands and neck.
Age
Middle-aged in appearance; his true age is several centuries, though he has lost any reliable count.
Gender
Male
Size
Medium

Distinguishing features

A chipped crown is riveted directly to his battered helm.
His cape is stained with old dragon blood and his own, the two shades difficult to tell apart.
His armor bears repairs from many periods and styles, some so ancient that the stitching has turned brittle.
He carries a small bird's nest inside his crown, carefully padded with wool.
He smells of wet iron, soot, and the mineral bite of dragon blood.

Personality

15 traits and drives

Alan is stern with himself but unexpectedly patient with frightened people. In a crisis he becomes decisive and commanding; in quiet company he is awkwardly curious about ordinary customs he has missed. He can offer kindness without warmth, and warmth without admitting affection. His certainty that the dragon must die pulls against a buried unease that the hunt may have outlasted its purpose.

Alignment
Lawful good, bent into grim obsession. He still means to protect the realm, but increasingly mistakes the hunt for the whole of that duty.

Quirks

Counts the rivets in his helm before setting out, starting over if anyone interrupts.
Puts a small pebble on top of his boot whenever he sits down; if it falls, he claims the ground is shifting.
Tastes the air after rain and announces whether the dragon has crossed nearby, though he cannot explain how he knows.
Keeps scraps of broken weapons in a pouch, sorted by the battles in which they failed.
Quietly moves nesting birds away from camp before anyone lights a fire.

Habits

Before sleep, Alan checks every weapon edge in a fixed order, even when he is too tired to sharpen them.
He treats promises as binding contracts and asks exactly what someone means before accepting their word.
When the dragon is near, he stops noticing hunger, pain, and conversation.
He will spend his last clean bandage on an injured stranger, then complain that they have wasted his time.
He sometimes speaks to the dragon as if it were a rival commander who might still accept terms.

Traits · 4

He remembers the duties of kingship more clearly than the names of the kingdoms that followed his.
He is patient with fear in others and merciless with it in himself.
He can be tender toward the wounded, yet impatient with anyone who refuses a sensible plan.
He wants to believe that keeping his word makes him honorable, but increasingly suspects that an oath can also become a cage.

Flaws · 4

He cannot easily distinguish a necessary retreat from cowardice.
He treats new companions as soldiers under his command before he remembers they never swore to him.
His fixation on the dragon can eclipse immediate needs, even when innocents are in danger elsewhere.
He mistakes endurance for virtue and refuses help until his injuries become serious.

Fears · 3

That his oath has become an excuse to keep fighting after the kingdom he swore to protect is gone.
That the dragon's death will not free him, but will only reveal how much of himself the hunt has consumed.
That the future is truly unwritten and he will have to choose what to do without the certainty of an enemy to pursue.

Wants and needs · 4

Needs reliable allies who will tell him when the present demands more than the hunt.
Wants proof that the Beast can truly be slain.
Needs to discover what his bond with the dragon has done to the world's future.
Wants to know whether any descendants of his kingdom remain.

Combat

AC 19 · HP 135 · 30 ft.

Alan closes distance behind his horn shield, uses the spear to control a creature's approach, then shifts to the hammer when he has an opening. He reserves Divine Smite for a decisive hit or a moment when the dragon exposes a vulnerable patch. He protects nearby allies with Aura of Protection and will interpose himself between the dragon and anyone it threatens. He does not retreat from the dragon, but he can be convinced to withdraw if doing so is necessary to save civilians.

Alan

Medium humanoid (human), lawful good, bent into grim obsession. he still means to protect the realm, but increasingly mistakes the hunt for the whole of that duty.
Armor Class19
Hit Points135
Speed30 ft.
Level15
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharismaConstitution
SkillsAthleticsIntimidationInsightPersuasionReligionSurvival
SensesPassive Perception 12
Languages
Common,
Draconic,
Old Court Cant (custom, a now-obsolete dialect of his former kingdom)
Divine Sense. As a paladin, Alan can sense celestials, fiends, and undead within 60 feet, as well as consecrated or desecrated places, as described by the 2014 D&D 5E paladin feature.
Lay on Hands. Alan has a pool of 75 healing points, which he can use to restore hit points or cure one disease or poison per 5 points spent.
Divine Smite. When Alan hits with a melee weapon attack, he can expend a spell slot to deal radiant damage, with additional damage against fiends and undead.
Aura of Protection. Alan and friendly creatures within 10 feet gain a bonus to saving throws while he is conscious.
Relentless Pursuit (custom): Alan has advantage on checks and saving throws made to track, locate, or resist being separated from the dragon he hunts.
Unfinished Death (custom): Alan and the ancient dragon are bound by a supernatural mutual dependence. Neither can die permanently while the other lives. This bond is not a standard paladin feature and does not make Alan immune to damage or defeat.

Spells

Aura of Vitality (level 3, evocation). The target regains hit points, and the spell ends blindness, deafness, and any diseases affecting it.
Lesser Restoration (level 2, abjuration). A creature that touches or hits Alan with a melee attack takes radiant damage.
Magic Weapon (level 2, transmutation). A creature that touches or hits Alan with a melee attack takes radiant damage. This description refers to the separate paladin spell.
Find Steed (level 2, conjuration). A weapon becomes magical and gains a bonus to attack and damage rolls for the duration.
Misty Step (level 2, conjuration). Alan summons a spirit mount in an unoccupied space within range.
Haste (level 2, transmutation). Alan teleports up to 30 feet to an unoccupied space he can see.
Revivify (level 3, necromancy). A willing creature Alan touches gains a bonus to AC, advantage on Dexterity saving throws, and an additional action on each of its turns.
Banishment (level 3, abjuration). Alan restores a creature that died within the last minute to life with 1 hit point.
Locate Creature (level 4, divination). Alan attempts to send a creature on another plane of existence, or temporarily banish it if it is native to the current plane.
Hold Monster (level 4, enchantment). Alan senses the direction to a familiar creature or one he has seen at close range, subject to the spell's normal limitations.
Destructive Wave (level 5, evocation). A creature Alan can see must succeed on a Wisdom saving throw or be paralyzed for the duration, with repeated saves as described by the spell.
Banishing Smite (level 5, abjuration). Alan strikes the ground with a burst of divine energy. Creatures of his choice within 30 feet make a Constitution saving throw, taking thunder and radiant damage and potentially falling prone.
Wrathful Smite (level 5, evocation). The next time Alan hits with a weapon attack before the spell ends, the target takes extra force damage and may be banished if reduced to low enough hit points.
Hunter's Mark (level 1, divination). The next time Alan hits with a weapon attack before the spell ends, the target takes extra psychic damage and may become frightened.
Crusader's Mantle (level 1, evocation). Alan marks a creature as his quarry, dealing extra damage to it when he hits with weapon attacks and gaining advantage on certain checks to find it. This spell is available through his custom oath training, not a standard paladin spell.
Protection from Evil and Good (level 3, abjuration). Divine power radiates from Alan, causing his and his allies' weapon attacks to deal extra radiant damage.
Compelled Duel (level 1, enchantment). The warded creature gains protection against aberrations, celestials, elementals, fey, fiends, and undead, as described by the spell.
Zone of Truth (level 1, enchantment). Alan attempts to compel a creature into a duel, restricting its ability to target others or move away, subject to the spell's normal limits.
Abjure Enemy (level 2, abjuration). Creatures within the spell's area cannot knowingly speak a deliberate lie while they remain there.
Dimension Door (level 3, conjuration). As an Oath of Vengeance paladin, Alan can frighten and restrain a creature with a divine command, subject to the feature's saving throw and duration.
Hold Person (level 4, enchantment). Alan and one willing creature teleport up to 500 feet to a place he can visualize or describe.
Haste (level 2, transmutation). A humanoid Alan can see must succeed on a Wisdom saving throw or be paralyzed for the duration, with repeated saves as described by the spell.
Hunter's Mark (level 3, divination). A willing creature gains increased speed, improved defenses, and an additional action on each turn, followed by lethargy when the spell ends.
Bane (level 1, enchantment). Alan marks a creature as his quarry, dealing extra damage to it when he hits with weapon attacks and gaining advantage on certain checks to find it. This is an Oath of Vengeance spell.
Searing Smite (level 1, evocation). Up to three creatures must make Charisma saving throws or subtract a die from attack rolls and saving throws for the duration.
Thunderous Smite (level 1, evocation). The next time Alan hits with a melee weapon attack before the spell ends, the target takes extra fire damage and may continue burning.
Cure Wounds (level 1, evocation). The next time Alan hits with a melee weapon attack before the spell ends, the target takes extra thunder damage and may be pushed away and knocked prone.
Shield of Faith (level 1, abjuration). A creature Alan touches regains hit points.
Wrathful Smite (level 1, evocation). A shimmering field surrounds a creature Alan touches, granting it a bonus to AC for the duration.
Dispel Magic (level 1, abjuration). The next time Alan hits with a weapon attack before the spell ends, the target takes extra psychic damage and may become frightened.
Dimension Door (level 3, conjuration). Alan ends spells on a creature, object, or magical effect as described by the spell.
Staggering Smite (level 4, evocation). Alan and one willing creature teleport up to 500 feet to a place he can visualize or describe.
Hold Monster (level 4, enchantment). The next time Alan hits with a melee weapon attack before the spell ends, the target takes extra psychic damage and may suffer impaired reactions and attacks.
Scrying (level 5, divination). A creature Alan can see must succeed on a Wisdom saving throw or be paralyzed for the duration, with repeated saves as described by the spell.
Banishment (level 5, abjuration). Alan can perceive a creature or location at a distance, subject to the spell's normal saving throws and limitations.
Locate Creature (level 4, divination). Alan attempts to send a creature on another plane of existence, or temporarily banish it if it is native to the current plane.
Mistaken spell list note (level 4, abjuration). Alan senses the direction to a familiar creature or one he has seen at close range, subject to the spell's normal limitations.

Actions

Multiattack. Alan makes two melee weapon attacks.
Talon-Bone Spear. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () piercing damage, or 12 () piercing damage if wielded in two hands. The weapon is a scavenged spear of dragon talon and bone, treated as a +1 spear.
Tooth-Hammer. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage, or 14 () if wielded in two hands. Its dragon-tooth head is treated as a +1 warhammer.
Dragon-Fang Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () piercing damage. Once per turn, if Alan hits a creature he has damaged since the end of his last turn, the dagger deals an extra 7 () radiant damage. This extra damage is a custom property of the dragon fang, not a standard magic weapon.
Oath-Broken Roar (custom). Alan presents his cracked crown and calls on his oath. Each creature of his choice within 30 feet that can hear him must make a Wisdom saving throw or become frightened of him until the end of Alan's next turn. A creature that succeeds is immune to this custom feature for 24 hours.

Reactions

Parry the Certain Blow (custom). When a creature Alan can see hits him with an attack, Alan adds 5 to his AC against that attack, potentially causing it to miss. He can use this reaction once per short or long rest.
Shield the Subject. When a creature within 5 feet of Alan is hit by an attack, Alan can move up to 5 feet to an unoccupied space adjacent to it and take the damage instead. He must be conscious and holding his shield.

Legendary Actions

Unyielding Pursuit (custom). Alan moves up to half his speed without provoking opportunity attacks from the dragon he hunts.
Fang Cut. Alan makes one attack with his Dragon-Fang Dagger.
King's Challenge (custom) (costs 2 actions). One creature Alan can see within 30 feet must succeed on a Wisdom saving throw or be frightened of Alan until the end of its next turn. A creature that succeeds is immune to this custom legendary action for 24 hours.

Services they sell

Can lead a party through old battlefields and dragon-scarred terrain.
Can offer practical instruction in fighting large monsters and holding a defensive line.
Will stand between danger and civilians, even when doing so undermines his hunt.

Rewards they can give

The tooth-hammer or talon-bone spear, if Alan can be persuaded to trust the party with one of his few remaining weapons.
A map to an old battlefield where the dragon's blood first mingled with Alan's.
A royal signet that may prove his identity to historians or descendants of his former court.
The chance to help Alan understand the bond and choose a new purpose.

Equipment

  • Talon-Bone Spear (weapon)A scavenged spear built from a dragon talon and bone, reinforced with fittings salvaged from Alan's old arms. Mechanically treated as a +1 spear.
  • Tooth-Hammer (weapon)A warhammer with a dragon tooth set into a repaired haft. Mechanically treated as a +1 warhammer.
  • The Fang (weapon)A long dagger shaped from the Beast's fang. It carries a custom once-per-turn radiant sting against a creature Alan has already wounded.
  • Horn Shield (armor)A shield cut from one of the dragon's horns and backed with scavenged straps. Its irregular curve gives no bonus beyond a normal shield.
  • Rebuilt King's Plate (armor)A battered suit of plate armor assembled from repeatedly repaired pieces. It grants AC 18; the shield raises Alan's total AC to 20, but his stat block uses AC 19 to reflect a cracked section and imperfect fit.
  • Crowned Helm (wondrous item)A damaged royal helm, still crowned, with a wool-padded bird's nest tucked within its rim.

Possessions

The talon-bone spear
The dragon-tooth warhammer
The long dragon-fang dagger
The horn shield
His rebuilt plate armor and crowned helm
A folded map from the traveling scholars
A wool-padded bird's nest concealed inside the crown

Background

Alan was once called Alan the Great, a king whose reign began with practical reforms and an uncommon willingness to hear petitions from people who could not afford an audience. At a victory feast after a disastrous harvest, he drank too much and swore before his court that he would slay the Beast terrorizing his kingdom, even if it cost him his life. By morning he was sober, and his court had made the oath public. He gathered a royal company and rode out to hunt the creature, an ancient dragon that was Fate wearing a dragon's shape. In their first battle, Alan drove a broken blade into the dragon's side. Its blood ran into his open wounds, and his blood ran into its. The dragon bled, an impossibility that briefly made the world seem uncertain. Neither understood the bond that formed. Alan has fought it again and again across centuries, believing each return from death to be a fresh, hateful miracle. His weapons broke, so he fashioned new ones from its talons, teeth, and bones. His shield failed, so he cut a shield from one of its horns. His armor has been repaired so many times that only the crown on his battered helm remains recognizably royal. Alan's court, kingdom, and original companions are gone. The people who find him now know him through contradictory scraps in old texts: Alan the Lost, Alan the Forgotten, Alan the Vanished. He has recently encountered a group of road-worn scholars who claim the kingdom's histories disagree because the future has stopped settling into a single shape. He dismissed them, but kept their map. He still carries guilt for a former squire, Jarek, whom he ordered to retreat during the first hunt; Jarek's descendants may still live, though Alan has never dared seek them out.

Role in the story

A tragic ally, living legend, and walking key to the campaign's disrupted future. The party may first meet him as an obstinate monster hunter; gradually, they can discover that his endless duel with the dragon is holding the world open to choices that Fate would otherwise close.

“By morning he was sober, and his court had made the oath public.”
From their background
Faction
No living kingdom claims him. He remains loyal to the people of the realm he once ruled, though that realm survives now only in broken histories and uncertain descendants.

Known connections

Jarek, the squire Alan ordered to retreat during the first dragon hunt. Alan believes he abandoned the boy, though he does not know whether Jarek survived.
A traveling band of scholars who have pieced together records suggesting the future has become strangely unwritten. Alan kept their map but did not tell them why.
The vanished court of Alan's kingdom, whose descendants and former subjects may now live under names he would not recognize.
The ancient dragon, whom Alan considers his enemy and the sole cause of his endless life. The creature may know more about their bond than he does.
Major secret · GM only
Minor secrets · GM only

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