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Oswin Hirst

Barguest, custom fey shapeshifter · Druid, custom Barguest Hexdruid · Level 5

Oswin Hirst

Livestock owner and sheep farmer
“when affectionate and”
AC14
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, weathered voice shaped by cold mornings, sheep calls, and years of speaking outdoors. He has a plain Yorkshire lilt, with a faint catch before difficult statements. His name, Oswin Hirst, comes out in a quick first beat and a clipped second.

He speaks in a practical Yorkshire cadence, clipping unimportant words and giving weight to names and place-names. Farm work has left his voice dry and slightly rasped, like wool dragged over rough timber. He tends to pause for an audible nasal intake before difficult answers. When anger takes hold, he speaks faster and more bluntly, with no softening of his words.

Speech patterns

Uses plain farm expressions and gives direct answers about livestock, weather, and money.
When pressed about his past, answers with a small, plausible detail, then redirects to a practical concern.
Calls William 'our lad' when affectionate and 'young master' when trying to hide worry.
When the moors or fae are mentioned, he pauses for a dry nasal breath before speaking.

How to play them

Begin with practical hospitality: offer a place by the hearth, food, or useful local knowledge. He is warm with anyone kind to William, guarded with anyone who asks about the wedding night, and abruptly formal if iron is brought near him. Earn his trust by treating his family as people rather than curiosities.

Goal

Keep his family together, help William grow without shame, and find a way to tell Mary the truth before fear poisons their marriage.

Motivation

He wants a home that can survive the truth of what he is, and hopes Mary and William can know him without fearing him.

Secret · GM only

Appearance

At six feet tall, Oswin occupies a doorway as if he expects the room to make room for him, then remembers himself and folds his shoulders inward. His pale, handsome face seems scarcely changed from the one Mary remembers, smooth as milk glass beside the weather-browned creases at his eyes. Straight blond hair escapes beneath his flat cap in fine, wheat-colored strands. His blue eyes hold a hard, foxfire-like brightness when he is startled. He moves with a shepherd's patient economy, but when his temper or hunger surfaces, his head turns first and his body follows with a hound's unnerving snap. The surprising detail: he carries a small wooden toy sheep in his coat and rubs its worn nose with his thumb when he thinks no one is watching.

Clothing

A common flat cap, a well-brushed dark wool coat, sturdy waistcoat, linen shirt, and muddy boots. His clothes are respectable for a prosperous local livestock owner, carefully mended rather than showy. He keeps iron buckles and tools at arm's length where he can.

Body language

He takes up more space than he means to, then makes a visible effort to tuck elbows in and turn sideways. Before speaking, he draws a dry breath through his nose and pauses as though scenting the air. His hands are steady at farm work, but near iron they hover without touching.

Height
6 feet
Build
Tall and broad-shouldered without looking heavy, with the durable frame of a man used to lifting feed sacks and holding sheep for shearing
Eyes
Clear, burning blue
Hair
Pale blond, straight
Skin
Very pale, with a faint weathered pinkness across his cheeks
Age
Young adult in appearance, though he has lived far longer than he admits
Gender
Male
Size
Medium in human form; Large in hound form

Distinguishing features

A handsome, youthful face that seems not to have aged in the years Mary has known him.
Pale blond, straight hair and clear blue eyes that can flare with an unnatural inner brightness.
A flat cap worn low, though he lifts it whenever he greets a child or an older neighbor.
His shadow sometimes resembles a long-snouted hound even when he stands upright.

Personality

15 traits and drives

Oswin is gentle in the daily work of care and shrewd in any bargain that might protect his land. He can be patient with a frightened animal but evasive with the person he most needs to reassure. In company he is modest and useful; alone on the moor he becomes restless, alert, and almost joyous. When startled, his courtesy can vanish and something ancient looks through his eyes.

Alignment
Neutral, with a protective streak that can become possessive

Quirks

Before answering a difficult question, he draws one dry breath through his nose as if testing the air.
He turns every horseshoe or iron nail he notices so its open end faces away from the house.
He counts sheep under his breath in groups of nine, then starts over if interrupted.
He leaves a saucer of milk outside the byre on certain moonless nights, insisting it is for a stray cat.
He presses his thumb against the nose of his wooden sheep when he is worried.

Habits

On days when he could be roaming, he deliberately spends the daylight with Mary and William, mending something close to them rather than merely sitting nearby.
As certain seasonal nights approach, he checks every door latch twice and sleeps in short stretches beside the hearth.
When a stranger mentions a black dog on the road, he studies their shoes before answering.
He becomes brisk and practical when frightened, as if a list of chores could keep the supernatural at bay.

Traits · 4

He gives freely to a neighbor in trouble, then drives a hard bargain over a routine sale.
He misses his wandering life but makes a point of choosing his family whenever the choice is real.
He is tender with William's slowness and privately impatient with anyone who treats the boy as a joke.
He longs to be known by Mary while doing everything possible to keep her from knowing the worst truth.

Flaws · 4

He treats silence as protection, even when it leaves Mary alone with a frightening explanation.
His possessive urge to protect his family can become controlling.
He is shrewd about people and prices but poor at recognizing the harm caused by his evasions.
He still longs for his old roaming life and sometimes resents the safe routine he chose.

Fears · 4

That Mary will learn the truth and see only the monster from the wedding night.
That William's strange nature will draw the attention of the fae or the fearful villagers.
That iron or a seasonal haunting will force him to reveal himself in front of his family.
That he will outlive Mary and William as he has outlived too many people already.

Wants and needs · 3

He wants Mary to feel safe in their home, but needs to stop protecting her through a lie.
He wants William to be accepted by the village and needs to understand what the boy's unusual heritage means.
He wants to preserve his ordinary farm life while admitting that the moor still calls to him.

Combat

AC 14 · HP 44 · 30 ft.; 50 ft. in hound form

Oswin prefers to keep enemies away from his family and livestock, using entangle or fog cloud to divide a threat before striking. He shifts into hound form when pursuit or intimidation matters, and uses healing word to keep an ally standing. He avoids iron weapons and retreats rather than fight to the death if Mary or William is endangered.

Oswin Hirst

Medium in human form; Large in hound form humanoid (barguest, custom fey shapeshifter), neutral, with a protective streak that can become possessive
Armor Class14
Hit Points44
Speed30 ft.; 50 ft. in hound form
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsAnimal HandlingPerceptionSurvivalDeceptionNature
SensesDarkvision 60 ft. in hound form; passive Perception 16
Languages
Common,
Sylvan
Custom Barguest Shape. As a bonus action, Oswin can transform into a Large black hound or back into his human form. His statistics remain the same except his speed becomes 50 feet, he gains advantage on Wisdom (Perception) checks relying on smell, and he cannot speak or cast spells with verbal components while a hound.
Custom Hound's Dread. A creature that sees Oswin transform must succeed on a Wisdom saving throw or become frightened of him until the end of its next turn. A creature can be affected only once per short or long rest.
Spellcasting. Oswin is a 5th-level druid. Wisdom is his spellcasting ability (spell save , to hit with spell attacks). He has four 1st-level and two 2nd-level spell slots.
Custom Fae-Blooded. Oswin has advantage on saving throws against being charmed by fey. Worked iron burns him on contact, dealing 2 damage for each round it remains against his skin, and he cannot willingly cross a threshold warded with cold iron.

Spells

Druidcraft (cantrip, transmutation). A druidic cantrip that creates a small natural effect such as a breeze, a harmless animal sound, or a sprout.
Produce Flame (cantrip, conjuration). Oswin produces a magical flame that can be used to ignite objects or make a ranged spell attack for fire damage.
Produce Flame (cantrip, conjuration). He creates a magical flame that sheds light and can be used to make a ranged spell attack for fire damage.
Healing Word (cantrip, evocation). One willing creature regains hit points, with the amount increasing at higher levels.
Cure Wounds (level 1, evocation). A creature or object he touches regains hit points, with the amount increasing at higher levels.
Fog Cloud (level 1, conjuration). Oswin creates a cloud of fog in a 20-foot-radius sphere, heavily obscuring the area.
Entangle (level 1, conjuration). Grasping weeds and vines restrain creatures in a 20-foot square. A creature can use its action to attempt a Strength check to escape.
Animal Friendship (level 1, enchantment). He magically charms beasts and plants, making them friendly toward him for the duration unless harmed.
Summon Beast (level 2, conjuration). He summons a spectral beast spirit that takes an animal form and obeys his verbal commands.
Gust of Wind (level 2, evocation). He creates a wall of wind that deflects small flying creatures and imposes difficulty on ranged weapon attacks passing through it.

Actions

Bite (Hound Form). Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () piercing damage, plus 3 () necrotic damage if Oswin is in hound form.
Sickle. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () slashing damage.
Barrow Breath. Oswin exhales a cloud of grave-cold breath in a 15-foot cone. Each creature in the area must make a Constitution saving throw, taking 10 () cold damage on a failure, or half as much on a success. Custom feature. Once per short or long rest.

Reactions

Slip the Snare. When a creature Oswin can see hits him with a melee attack, he can move up to 10 feet without provoking opportunity attacks. If he is in hound form, he can instead move up to half his speed.

Services they sell

Can sell sheep, wool, and ordinary farm produce.
Can guide travelers through the dale and warn them about seasonal dangers.
Can provide modest druidic healing to people he trusts.

Rewards they can give

A fair price for livestock or a healthy sheep from his flock.
A safe route across the dales that avoids a known haunt.
A bundle of practical healing herbs and honest advice on treating ordinary injuries.

Equipment

  • Farm sickle (weapon)A plain working sickle, kept clean and used for brush and fodder as often as for defense.
  • Herb pouch (druidic focus)A leather pouch of dried herbs, twine, and a few harmless-looking seeds used as druidic materials.
  • Wooden sheep (keepsake)A small wooden sheep toy, worn smooth around the nose from his thumb.
  • Hirst farm (property)A well-kept estate house and grazing land sufficient for a prosperous sheep farmer.

Possessions

A prosperous sheep farm and a fine house for the local class.
A flat cap, wool coat, and farm boots.
A working sickle and a pouch of herbs.
A small wooden sheep toy kept from his own roaming years.

Background

Oswin says he was born in the Yorkshire dales and learned sheep-work from his father. He speaks of old seasons and vanished neighbors with the vagueness of a man protecting a simple story. In truth, he roamed the moors for many lifetimes as a Barguest, appearing as a black hound or as a headless man whose only visible features were red, saucer-bright eyes. He settled into a farmer's life after a winter night when a lost child followed his hound form home instead of fleeing. Years later, he married Mary. On their wedding night, after an awkward failed attempt to consummate the marriage as a man, he took his truer, headless form. Mary, terrified, struck him with iron scissors after the act. He has never confessed that the creature was him. Their son William was born with black hair and Oswin's burning blue eyes; locals call him Black William or Blackby, and he is slow to speak and learn. Mary fears the boy is the devil's spawn. Oswin gives his wife and son his best hours, especially during seasons when the moors grow uncanny, and avoids iron even in ordinary tools. Mary's father, Gawen Kett, suspects the truth and has begun keeping watch. Mary has told her father about the wedding night, though Oswin does not know. Mary's pregnancies have repeatedly failed, leaving the household tender with grief and suspicion.

Role in the story

A helpful farmer and unsettling local mystery whose concealed identity threatens the fragile trust of his family. He can become an ally, a source of moorland knowledge, or the center of a painful confrontation about consent, fear, and whether a monster can build a home.

“He speaks of old seasons and vanished neighbors with the vagueness of a man protecting a simple story.”
From their background
Faction
No formal faction. He belongs to the dale's network of shepherds and livestock owners, though his loyalty is first to Mary and William.

Known connections

Mary Hirst, his new wife, whom he loves but has terrified through a secret he cannot bring himself to confess.
William Hirst, their young son, called Blackby by locals. Oswin is fiercely attentive to him and worries about his unusual blood.
Gawen Kett, Mary's father, a practical man who has begun watching Oswin and asking questions about the wedding night.
The scattered shepherd families of the dale, who trust Oswin's judgment with animals but share stories of his black hound shape.
Major secret · GM only
Minor secrets · GM only

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