Nazrin

"If you're looking for treasure, don't look in the sky. There's lots packed away in kitchen nooks and crannies."

Nazrin is a Mouse Youkai who was sent by Bishamonten to watch over and assist Shou Toramaru. She is skilled at searching for lost or rare items, and commands many mice to aid her.

While she is Shou's assistant, when she's not needed she lives in Muenzuka. SImilar to Rinnosuke Morichika, she's able to find many unusual items from the Outside World there. Outside of helping Shou, she is primarily Bishamonten's servant, which gives her a lot of clout, as well as a heightened sense of self-importance.

She's rather overconfident in her abilities, partially because they usually work, and also because she was sent by the God, Bishamonten. It's easier to get her to cooperate by intimidating her and breaking her confidence, than by begging or flattering her, which only builds her ego.

Nazrin

Small beast (mouse), lawful neutral

AC: 11

HP: 36

Speed: 35 ft., 35 ft. flying (hover)

STR 9 (-1) DEX 17 (+3) CON 13 (+1)

INT 19 (+4) WIS 18 (+4) CHA 16 (+3)

Saving Throws: Intelligence +7, Charisma +5

Skills: Animal Handling +7, History +6, Insight +6, Investigation +7, Perception +7, Sleight of Hand +6

Damage Immunities: Non-magical slashing, bludgeoning and piercing.

Senses: Tremorsense 120 ft.

Languages: Japanese, Old Japanese, Youkai

Challenge: 3

Features:

A Tiny, Tiny, Clever Commander: While weak on her own, Nazrin's sharp mind allows her to fluidly direct those around her. Nazrin has the ability to issue orders to her allies. Commands are spoken; she cannot issue orders to a creature that cannot hear her. Some orders affect all creatures of her choice, while others only affect a single creature. Whenever multiple creatures are affected, they perform the orders in initiative order. Nazrin's orders never affect her in any way.

  • Assistance: Action. A single creature of Nazrin's choice gains advantage on all attack rolls, saving throws and ability checks until the beginning of Nazrin's next turn.

  • Duck and Cover: Reaction. Any number of creatures of Nazrin's choosing may use their reaction to immediately drop prone.

  • Focus: Action. Nazrin chooses a creature that she can see. This creature does not have to be able to hear her. Until the beginning of Nazrin's next turn, all creatures gain advantage on attack rolls against that creature.

  • Relocate: Action. Any number of creatures of Nazrin's choice may immediately move as if it were their own turn(s).

  • Reassure: Reaction. All creatures of Nazrin's choice lose the frightened condition.

  • Suppress: Action. A creature of Nazrin's choice may use its reaction to make a single attack.

Treasure Seeking: Nazrin has a knack for finding whatever she's looking for, eventually. By spending 10 minutes of scrying, Nazrin can determine the direction of an object or person relative to herself, provided it is on the same plane as her. If it is not, she does not detect her target at all.

Actions:

Multiattack: Nazrin makes two claw attacks.

Claw: Melee weapon attack. +5 to hit, 2d6+3 slashing damage.

Defense Sign "Pendulum Guard" (Concentration, 1/day): From a safe position, Nazrin is able to assess her surroundings and make quick decisions to adapt to new situations. Nazrin summons three pendulums to protect herself. While active, they each grant her an additional +2 to her AC. Each time Nazrin's concentration is broken, one of her pendulums is destroyed. They cannot be destroyed otherwise.