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Duyar

Dryad (custom fey creature; uses a humanoid druid's 5th-level spellcasting) · Druid, Circle of the Land (custom woodland spirit presentation) · Level 5

Duyar

Guardian of a woodland spring and keeper of its bargains
AC15
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A damp, rounded resonance seems to form low in his chest and travel through his throat like sound crossing a hollow root. His consonants are soft until he is angry, when they become sharply articulated. His breathing is slow and audible; when shaken, he takes a single caught breath before speaking plainly.

He speaks from the back of his throat with a damp, rounded resonance, as if each word has passed through water before reaching the air. His breath is steady and faintly audible between phrases. His work has made his vocabulary practical, full of terms for roots, drainage, weather, and rot; centuries of listening have made him patient with pauses. When rattled, his breath catches first, then his words come in hard, clean bursts.

Speech patterns

He speaks in short, concrete images drawn from weather, roots, and water.
He asks a question, then waits through an uncomfortable silence for the real answer.
He calls people by the names they use for themselves, but remembers every name they have ever given him.
When rattled, his breath catches audibly and his sentences become clipped, with no attempt to disguise his anger.

How to play them

Begin with a concrete offer of help, such as finding clean water or healing an injured animal. Ask visitors what they intend to leave behind, not only what they want to take. He responds well to honest limits and practical compromises, but reacts sharply to threats against the pool.

Goal

Find and reopen the buried springhead before the pool and Kettlewick's stream fail, without forcing either the forest or the village to bear the whole cost.

Motivation

To keep the ancient spring alive while proving to himself that care does not have to mean control.

Secret · GM only

Appearance

Duyar rises from a perfectly still, dark pool as if the water has decided to stand upright. His face is anciently beautiful, smooth and finely structured, but not youthful: it has the composed, weathered patience of an old shrine. His skin glows softly like muted moonlight beneath a thin layer of water. Long dark hair hangs in ropes and sheets, slick at the ends and threaded with tiny leaves that never seem to decay. Faint dark veins branch over his arms and climb his throat, visible beneath his luminous skin like ink seen through vellum. One eye gleams silver; the other is unnaturally dark, swallowing reflections. He holds his weight over the balls of his feet and never quite settles, as though listening through the ground. When startled, he takes one slow breath through his nose, and the pool behind him ripples in answer.

Clothing

A wrap of dark green and brown cloth, heavy with moisture at the hem, fastened by a wooden pin grown in the shape of a curled fern. A mantle of fine roots and moss lies over one shoulder. He wears no shoes unless traveling over stone.

Body language

He stands with his weight poised forward and his hands open at waist height, a posture that suggests both welcome and readiness to catch something falling. He rarely sits with his back to a door or window. When upset, his shoulders remain still while his fingers flex slowly, like roots testing soil.

Height
6 feet 3 inches
Build
Tall and spare, with long limbs and the balanced stillness of a heron waiting in shallow water.
Eyes
One silver, one an unnatural depthless dark.
Hair
Long, dark brown-black, usually wet at the ends.
Skin
Softly luminous pale gray with a muted moonlit sheen; faint dark veins show beneath it.
Age
Adult by the reckoning of mortals; he remembers the forest before the nearest village had a name.
Gender
Male
Size
Medium

Distinguishing features

Faint dark veins branch across his arms and throat beneath moon-pale luminous skin.
One eye reflects silver light; the other appears to absorb it.
His long dark hair drips pool water even after hours away from the spring.
He smells faintly of wet stone, crushed fern, and extinguished candles.
Unexpected detail: he keeps a small collection of brightly painted wooden toy animals and carefully repairs their chipped colors.

Personality

12 traits and drives

Duyar is tender toward the vulnerable but impatient with people who treat the forest as an inexhaustible resource. In calm moments he is curious and almost playful, especially around children; under pressure he becomes blunt, controlling, and frighteningly decisive. He wants companionship, yet tests every kindness as if it might conceal a demand.

Alignment
Neutral, with a fierce protective streak toward the woodland and the people who depend on it.

Quirks

He turns cups so their handles face the nearest window or pool of water.
He counts the beats between a question and its answer by tapping one fingertip against his thumb.
He leaves little painted wooden animals in places where frightened children will find them.
He refuses to step on a fallen branch if he can step over it, even in the middle of a conversation.
He tastes rainwater from his fingertip before deciding whether to speak.

Habits

He watches people through reflections in water or polished objects before turning to face them.
He offers practical help before discussing whether he trusts someone.
When troubled, he counts the rings in fallen branches, even when no one else can see them.
He visits the village boundary at dawn to check whether the stream has changed course.

Traits · 3

He remembers small kindnesses for decades, but struggles to forgive a careless act that harms a living thing.
He can be gently funny with children and severe with adults who mistake gentleness for weakness.
He longs to be asked for help, yet resents being treated as a tool or oracle.

Flaws · 3

He treats a promise to protect someone as permission to make decisions for them.
He can mistake silence for consent.
He holds grudges with the patience of something that measures time in tree growth.

Fears · 3

That protecting the forest will require him to become the very kind of tyrant he once opposed.
That the spring will dry before the village finds another source of water.
That the rot in the fallen ash tree is spreading into the memory that made him.

Wants and needs · 3

A solution that restores the stream without sacrificing the village's orchards or draining the old pool.
Someone who will challenge his decisions without dismissing his duty.
Time to learn whether the memory inside him belongs to him now.

Combat

AC 15 · HP 38 · 30 ft.

Duyar prefers to control terrain, divide attackers, and keep civilians away from the fighting. He opens with entangle or moonbeam, then uses cover and Tree Stride to change position. He avoids killing opponents who can be driven off, but becomes relentless if they attack the pool or a wounded creature. He retreats into the forest rather than fight to the death.

Duyar

Medium humanoid (dryad (custom fey creature; uses a humanoid druid's 5th-level spellcasting)), neutral, with a fierce protective streak toward the woodland and the people who depend on it.
Armor Class15
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdom
SkillsAnimal HandlingInsightNaturePerceptionStealth
SensesDarkvision 60 ft.; passive Perception 16
Languages
Common,
Druidic,
Sylvan
Fey Ancestry. Duyar has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Speak with Beasts and Plants. Duyar can communicate simple ideas with beasts and plants.
Tree Stride. Once on each of his turns, Duyar can use 10 feet of movement to step magically from one living tree within 5 feet to another living tree within 60 feet, appearing in an unoccupied space within 5 feet of the destination tree.
Custom Pool-Bound. While within 300 feet of his woodland pool, Duyar can breathe underwater and knows the location of any creature that enters the pool.

Spells

Shillelagh (cantrip, transmutation). Druid cantrip; a touched club or quarterstaff becomes magical and uses Duyar's spellcasting ability for attack and damage rolls, dealing bludgeoning damage.
Druidcraft (cantrip, transmutation). Druid cantrip; Duyar creates a harmless sensory effect or a small natural sign, such as a falling leaf, a scent of rain, or a whisper in the wind.
Entangle (level 1, conjuration). A creature makes a Strength saving throw or becomes restrained by grasping plants. The area is difficult terrain until the spell ends.
Cure Wounds (level 1, evocation). Duyar touches a creature to restore hit points.
Animal Messenger (level 2, enchantment). Duyar creates a magical sensor at a familiar location within range, allowing him to see and hear through it.
Moonbeam (level 2, evocation). A beam of moonlight fills a cylinder. Creatures in the area make a Constitution saving throw, taking radiant damage on a failure, or half as much on a success; shapechangers have disadvantage.
Beast Shape (Wild Shape) (level 2, transmutation). Duyar transforms a willing creature into a beast of challenge rating 1 or lower, subject to the spell's normal restrictions.
Spike Growth (level 2, transmutation). Duyar creates a wall of thorny brush. Creatures moving through it take piercing damage for every 5 feet they travel, and the area is difficult terrain.
Summon Beast (level 2, conjuration). Duyar conjures a beast spirit that appears as a translucent heron made of water and reed shadows. It acts on his initiative and follows his commands.

Actions

Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () bludgeoning damage, or 7 () if wielded with two hands. Duyar can use a bonus action to cast shillelagh on the staff, making its damage magical and using Wisdom for its attack and damage rolls.
Moonlit Thorn. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () radiant damage, and the target sheds dim light in a 5-foot radius until the start of Duyar's next turn.
Pool's Grasp (Custom). Duyar chooses a point he can see within 60 feet. Each creature of his choice in a 10-foot-radius sphere must make a Dexterity saving throw, taking piercing damage on a failure, or half as much on a success. The area becomes difficult terrain until the end of Duyar's next turn. Usable once per short or long rest.
Spellcasting. Duyar casts a prepared spell, using Wisdom as his spellcasting ability (spell save , to hit with spell attacks).

Reactions

Root-Catch (Custom). When a creature Duyar can see hits him with a melee attack while within 5 feet of a living tree or large plant, he can use his reaction to impose a vine-snagging interruption. The attacker must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn. This does not prevent the triggering attack.

Services they sell

He can identify common plants, natural poisons, and signs of sickness in the forest.
He can guide travelers through woodland paths that would otherwise be difficult to find.
He can provide limited healing or shelter to those who make a sincere effort to repair harm they have caused.

Rewards they can give

A moonlit spring blessing: once, a drinker can end one disease or the poisoned condition, provided they have not harmed the woodland.
A carved wooden animal that can be used as a druidic focus.
Duyar's assistance in finding a safe route through the forest or negotiating access to clean water.

Equipment

  • Alder staff (weapon)A smooth length of alder wood cut from a fallen branch, wrapped with a single strand of silver-colored root.
  • Gathered components (spellcasting focus)A small pouch of dried leaves, acorns, and fragrant bark used as druidic spellcasting components.
  • Toma's bird (keepsake)A carved wooden bird with one wing painted blue; it was made by Toma and is polished from handling.

Possessions

Alder staff
Toma's painted wooden bird
A bundle of dried herbs wrapped in a scrap of shrine cloth
A smooth black pebble from the bottom of the pool

Background

Duyar first woke in a forest spring when a lightning-struck ash tree fell across it. The tree's roots had grown around a small shrine, and the last prayer spoken there had been a child's request that the spring remember her mother. Duyar emerged with that grief lodged in him, though neither mother nor child was there to explain it. For centuries he kept the pool hidden and bargained with nearby charcoal burners, asking only that they leave the oldest trees standing. That arrangement ended when a drought drove the village of Kettlewick to divert the stream feeding his pool. Duyar answered by turning the millpond black and tangling its sluice with roots. The miller's son, Toma, nearly drowned while trying to clear it. Duyar rescued him, then spent the night beside his bed, learning that his own protectiveness could become indistinguishable from cruelty. Now he works uneasily with village healer Gell, who wants the stream restored without sacrificing the new orchards. Duyar is seeking the buried springhead, while a spreading blight and the village's need for water make every delay costly.

Role in the story

A powerful but fallible woodland guardian whose conflict with a thirsty village gives the party a problem that cannot be solved by simply choosing a side. He can become a guide, ally, or dangerous obstacle depending on whether the characters seek a sustainable bargain.

“The tree's roots had grown around a small shrine, and the last prayer spoken there had been a child's request that the spring remember her mother.”
From their background
Faction
No formal faction. Duyar considers himself bound to the old woodland and is in uneasy, practical negotiation with Kettlewick's residents.

Known connections

Gell, a village healer, is the only mortal who has seen Duyar sleep. She distrusts his methods but knows he saved her brother.
Toma, the miller's son, leaves bread and small carved birds beside the pool. Duyar pretends not to notice.
The ash tree whose fall awakened him still lies across the spring's hidden source; its roots are beginning to rot.
The village of Kettlewick depends on the stream that Duyar's pool also needs.
Major secret · GM only
Minor secrets · GM only

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