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Creatures

Mira Thatch

The oldest procession marcher, with identity-restoring rhymes, rescue actions, and clear noncombat behavior.

Creature profile

Type Small humanoid, lawful good
Armor Class 13
Hit Points 22 (5d6 + 5)
Speed 25 ft.
Ability Scores STR 9, DEX 16, CON 12, INT 13, WIS 15, CHA 16
Saves and Skills Dexterity +5, Charisma +5; Perception +4, Performance +7, Persuasion +5
Senses passive Perception 14
Languages Common, Sylvan
Challenge 1 (200 XP)

Traits

Procession Rhyme. A creature that hears Mira at the start of its turn has advantage on its next save against fear or memory loss. Oldest Marcher. Children within 10 feet follow Mira unless magically compelled.

Actions

Candle Snuffer. Melee Weapon Attack: +5 to hit, reach 5 ft.; 4 (1d4 + 2) bludgeoning. Call Your Name. One creature within 30 feet may repeat its name to end the frightened condition.

Tactics and roleplaying

Mira stays among the rescued marchers, repeats the rhyme, and points out copied voices. She trusts anyone on Rowan’s list and refuses to leave until all thirteen names are answered.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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