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.