Casper, Jesper and Jonathan (3.5e NPC)

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Casper Dirt

CR 12

Male human wizard 12
NE Medium humanoid (human)
Init/Senses +5/Listen +1, Spot +1
Languages Common, Draconic, Dwarf, Orc, Undercommon
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 66 (12 HD)
Fort/Ref/Will +6/+5/+10
Speed 30 ft. (6 squares)
Melee masterwork dagger +8/+3 (1d4+1/19-20)
Ranged masterwork light crossbow +8/+3 (1d8/19-20)
Base Atk/Grp +6/+7
Special Actions spells
Spells Prepared (CL 12th):
6th—disintegrate (DC 20), eyebite (DC 21)
3rd—displacement, fireball (DC 17), haste, ray of exhaustion ×2 (DC 18)
2nd—invisibility ×2, resist energy ×2, web (DC 16)
Abilities Str 12, Dex 12, Con 16, Int 18, Wis 12, Cha 9
Feats Empower Spell, Improved Initiative,Point Blank Shot, Precise Shot, Quicken Spell, Scribe Scroll, Spell Focus (necromancy) Spell Penetration, Weapon Focus (ray)
Skills Concentration +16, Craft (trapmaking) +19, Decipher Script +19, Knowledge (local) +19, Knowledge (local) +19, Profession (bounty hunter) +16, and Spellcraft +19
Possessions metamagic rod (quicken), gloves of Dexterity +2, cloak of resistance +2
Jesper Dirt

CR 11

Male human ranger 11
NE Medium humanoid (human)
Init/Senses +2/Listen +15, Spot +15
Languages Common, Elven
AC 21, touch 13, flat-footed 19
(+2 Dex, +8 armor, +1 deflection)
hp 71 (11 HD)
Fort/Ref/Will +11/+11/+8
Speed 30 ft. (6 squares)
Melee +1 frost/+1 shock two-bladed sword +14/+9/+4 and +14/+9/+4 (1d8+5 plus 1d6 cold/17-20) (1d8+3 plus 1d6 electricity/17-20)
Ranged masterwork composite longbow (+4 Str) +14/+9/+4 (1d8+4)
Base Atk/Grp +11/+15
Atk Options +6 damage against humans, +2 damage against elves and dwarves
Special Actions spells
Spells Prepared (CL 5th):
1st—entangle (DC 12), longstrider
Abilities Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 10
SQ favored enemy (human, elf and dwarf), wild empathy, woodland stride, swift tracker, evasion
Feats Blind-Fight, Endurance, Exotic Weapon Proficiency (two-bladed sword), Greater Two-Weapon Fighting, Improved Critical, Improved Two-Weapon Fighting, Iron Will, Power Attack, Track, Two-Weapon Fighting
Skills Heal +15, Knowledge (geography) +15, Knowledge (nature) +15, Listen +15, Profession (bounty hunter) +15, Search +15, Spot +15, Survival +15
Possessions +1 frost/+1 shock two-bladed sword, +3 mithral breastplate, cloak of resistance +2, ring of protection +1
Favored Enemy (Ex) Jesper gains a +6 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans and a +2 bonus when using these skills against elves and dwarves. Likewise, he gets a +6 bonus on weapon damage rolls against humans and a +2 bonus against elves and dwarves.
Wild Empathy (Ex) Jesper can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Jesper rolls 1d20+11 to determine the wild empathy check result. Jesper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Woodland Stride (Ex) Jesper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex) Jesper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex) Jesper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Jesper is wearing light armor or no armor. A helpless Jesper does not gain the benefit of evasion.
Jonathan Dirt

CR 3

Male human commoner 4
N Medium humanoid (human)
Init/Senses +0/Listen -2, Spot -2
AC 10, touch 10, flat-footed 10
hp 10 (4 HD)
Fort/Ref/Will +1/+1/-1
Speed 30 ft. (6 squares)
Melee unarmed + (1d3-1 nonlethal)
Base Atk/Grp +2/+1
Abilities Str 9, Dex 10, Con 10, Int 6, Wis 7, Cha 8

CR 14

CE Huge outsider (chaotic, extraplanar, evil)
Init/Senses +0/darkvision 60 ft., true seeing; Listen +29, Spot +29
Languages Common, Undercommon, Abyssal, Infernal; telepathy 100 ft.
AC 27, touch 8, flat-footed 27
(-2 size, +19 natural)
hp 217 (15 HD)
Fort/Ref/Will +19/+9/+12
Speed 40 ft. (8 squares)
Melee 2 pincers +23 (2d8+10) and 2 claws +21 (1d6+5) and bite +21 (1d8+5)
Base Atk/Grp +15/+33
Atk Options improved grab, quickened dispel magic 3/day
Special Actions spell-like abilities, summon demon
Spell-Like Abilities (CL 14th):
at will—chaos hammer (DC 21), confusion (DC 21), dispel magic, mirror image, reverse gravity (DC 24), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 21)
Abilities Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 24
SQ damage reduction 10/good, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 24
Feats Cleave, Great Cleave, Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (dispel magic)
Skills Bluff +27, Concentration +28, Diplomacy +11, Disguise +10 (+12 acting), Intimidate +29, Knowledge (history) +21, Knowledge (religion) +21, Listen +29, Move Silently +15, Search +21, Sense Motive +21, Spellcraft +21, Spot +29, Survival +3 (+5 following tracks)
Possessions cloak of Charisma +4
Improved Grab (Ex) To use this ability, Kharubazan must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Summon Demon (Sp) Once per day Kharubazan can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.
Wish (Sp) Once per month, Kharubazan can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires — but unless the wish is used to create pain and suffering in the world, Kharubazan demands either terrible evil acts or great sacrifice as compensation.


It's easy to forget just how important contraception is. Take "Madam" May: a prostitute in a city where her mental incompetence and low status means she has neither contraception nor a change of occupation available to her. The men who employed her services didn't much care about any bastards born this way - after all, it is the mother who's obligated to look after the child.

Only she couldn't. Not for lack of trying, as she spent every last penny she'd earn to support the child she had, but it wasn't nearly enough; besides, her weak mental faculties made her an erratic mother when deprived of care herself. Thus, one after another, her children were taken from her and put into an orphanage. She died giving birth to the third.

And thus were born Casper, Jesper and Jonathan. Their poor early care was enough to do serious damage to them, but nothing you couldn't cure - that's where the orphanage steps in. Unlike many orphanages of their day, this one was a relatively affluent one: furnished, warm, and full of employees.

It was one of these employees, a cleaning lady, who sexually molested all three children in turn. Her interests were directed at the very young, so when another of May's children entered, she'd change targets. When Jonathan moved to the orphanage and became a victim, the older brothers had had enough: they could take their own torment, but not that of their much-younger brother. They killed the woman, and with the near-catatonic little brother in tow, ran for it.

Many years have passed since then, but these events still tarnish the life of the three brothers. Casper and Jesper have since trained themselves as a mage and a tracker, respectively, and employ themselves as assassins and thugs, while simultaneously taking care of their little brother Jonathan. Only the strong love between the older brothers holds the unconventional family unit (nicknamed Dirt by the downtrodden Jesper) together. Jonathan still responds to practically nothing.

Kharubazan, a tempter demon great in power but low in self-control, found himself banished to the mortal realm after he openly taunted a superior. Unlike an ordinary manifestation, this one was a risk to the glabrezu: normally, a demon killed on the mortal plane returns to its otherworldy home, but the binding in this case meant that Kharubazan would perish with its mortal form.

The fear of death led Kharubazan into taking shelter inside the bodies of other mortals. With its magic, it could tie itself into the physical form of other creatures, and over the years it danced from flesh to flesh, always corrupting those it lived in. It was an elven queen, a halfling alchemist, an alpha wolf, a bloated spider - and finally, a broken child.

This was a mistake. Kharubazan exchanged bodies like others change clothes, but when he entered Jonathan (at the exact moment his brothers put an end to his mortal torment), the boy broke. For all intents and purposes, Jonathan was dead and replaced with Kharubazan, but the demon could no longer leave the body - not unless it died.

Appearance and personality[edit]

From how the brothers treat each other, you'd never guess how they treat everyone else.

Casper and Jesper, only two years apart at 24 and 22, look fairly alike. They are both lithe and tall (5' 9'' and 5' 7'', 185 lb. and 175 lb.), and sport prematurely-grayed manes of hair. They seek to make themselves physically uninteresting and muted by wearing drab clothing and moving in a subdued, bent manner, but it's hard for two gray-haired, handsome men of their age.

Both their famished early life and sexual abuse the two have faced has left scars, which are a long time in healing since few are ready to help in any way. Both have severe self-esteem issues, which Casper channels into impotent rage and dangerous behavior towards others and himself. Jesper on the other hand suffers from crippling anxiety and shame. Neither would be able to operate in any meaningful way without the other.

At 15, Jonathan is younger than Jesper by seven years, and looks barely two-thirds of that. He's 4' 4'' and weighs 90 lb., and what food his older brothers patiently feed him doesn't seem to improve the situation. In fact, it seems like Jonathan has barely grown since they "day of emancipation" - like he's stuck there. Even his hair and nails grow incredibly slowly.

Jonathan has no personality to speak of. He stares through empty eyes, deaf, dumb and blind in almost all ways. It's questionable if anything's left of the poor child he once was, although an empathetic person would give the matter the benefit of the doubt. The only communication Jonathan does is with his brothers, and that happens through fragments of sentences and pulling on their clothes and hair impotently. They are always requests, and both Casper and Jesper follow them blindly, no matter how nonsensical. If only the older brothers knew that it's not Jonathan they're talking to.

Kharubazan's true form looks like power and horror made flesh: part insect, part beast, part regal, part grotesque. Currently, however, he just looks like Jonathan, the body he's inhabiting. The broken from limits his ability to affect the world in a big way: with enough effort, he can just barely bring the boy to an epileptic fit, but possesses no fine control over the body's actions. Besides, even the tiniest effort brings the demon immense agony.

Once a princely liar and tempter, Kharubazan has become a sulking, pained creature. Were it to be released from its flesh-prison, it would certainly not be the demon it once were - a twisted counterpart to the changes abuse has brought Casper and Jesper.

Followers and allies[edit]

Casper and Jesper work for a plethora of criminal organizations and private movers, so if need be, they can call upon favors and pay for extra hands. Even in the hardened environment they frequent, many are sympathetic to their plight and their desire to care for Jonathan; ironic that this is the place they finally have allies in.

Kharubazan is thoroughly removed from his demonic origins. He can no longer call upon others of his kin for aid, since they'd never associate with a banished demon (either out of disgust, or fear of repercussions). Thus, the once-mighty abyssal lord has to look to two unstable humans for help - a situation he resents immensely. He also never attempts to summon demons for the same reason.

Recent activity and plans[edit]

All that Kharubazan currently seeks is the death of his vessel: constant pain and lack of control mean he is unable to make Jonathan kill himself, and the brothers pamper their younger brother to such an extent that he's safe from all harm. Furthermore, the demon's presence greatly extends the lifespan of the body it inhabits, so death by natural causes is far off.

Some years back, Kharubazan devised a plan. It might be incapacitated for the time being, but it is still a schemer. Through mumbled words and pointed fingers, "Jonathan" tells its brothers to do little things: talk to a woman on the street, bring their little brother a seashell and the like. Innocuous by themselves, but brought together these tiny steps make up a path that leads into Jonathan not only being slain, but slain in the company of a powerful body for Kharubazan to subsequently inhabit. Fear of death has never left it.


Anybody in there?

Considering how close the three brothers are, it might be surprising that it's usually a thug-supported Casper or Jesper one will face in combat. The older brothers will not risk harm coming to the younger, and one will always accompany Jonathan in a safe hideaway while the other is working - practically the only time they might come into blows with anyone, considering the withdrawn nature of the Dirts.

Casper is an assassin mage, and behaves as such: he seeks to end fights quickly, using disintegrate against single targets and eyebite against groups. Quickened ray of enfeeblement allows Casper to hinder opposition even as he mauls them with magic. When on a difficult job, Casper is often supported by a few skilled cutthroats (6th-to-8th-level rogues) provided by the criminals currently employing him.

Jesper likewise seeks to execute foes as quickly as possible and leave. Indeed, unlike his seething brother, it's unlikely he'll stick around if the enemy he's fighting isn't his target. Jesper has both barkskin and longstrider up when engaging his target, and he's always the one to go after human targets, contributing to his anatomical mastery of the humanoid form.

In the rare situation where the brothers are faced as a group, they fight harder than ever, because it means Jonathan is in danger. They become blind to everything else, including their own safety, and take down foes depending on who's closest to Jonathan or presents the biggest threat to him, whether real or imaginary. Kharubazan, on the other hand, can only contribute to such a fight with his wish (see below), but if he were to be freed from his flesh-prison, the brothers would surely attack him: after all, it would seem like the demon killed, or contributed to killing, their beloved brother.

An interesting support on the side of the brothers is Kharubazan. Jonathan (or more specifically, his body) might not fight, but for whatever reason, Kharubazan is still capable of using all of his spell-like abilities, including wish, from within the body. Since each older brother prays for the others' safety, Kharubazan can interpret this as a sort-of wish, which the Kharubazan fills as best it can, although invariably in the wickedest way possible. Casting these spells causes immense pain to the glabrezu, however, so he can only bring himself to expend himself once every 1d4 rounds. The spells seem to originate from nowhere, and it'd be impossible to convince the Dirts that their little brother is the one behind the chaos.

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