Mrow-Mrow 'Whisker-Shadow' Vane, a Tabaxi Fighter — D&D 5e NPC portrait
#0259

Mrow-Mrow 'Whisker-Shadow' Vane

"The Shepherd of Eternal Rest"

Tabaxi Fighter (Echo Knight) LG Lvl 11 Guild Artisan (Cook)

Male (He/Him) · Middle-aged (34 years)

Ability Scores

STR
14
+2
DEX
18
+4
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
16
+3

Combat

Armor Class
18
Scale Mail + Shield
Hit Points
103
Hit Dice: 11d10
Initiative
+4
Speed
30 ft., climb 20 ft.
Proficiency
+4
Passive Perception
15

Attacks

Ladle of Parallel Portions (Scimitar stats)+81d6+4 slashing
Claws+81d4+4 slashing

Personality

Personality

He purrs rhythmically while stirring his cauldron and speaks to his translucent echoes as if they were flesh-and-blood siblings. He never raises his voice, maintaining a tone of maternal softness even when threatening those who interfere with his 'mercy.'

Ideal

Preservation. The greatest gift one can give is a moment of perfect happiness that never ends.

Bond

The Silver Purr and the people of the district; they are his 'extended litter,' and he will protect their peace at any cost.

Flaw

He views individual agency as a secondary concern to safety and comfort; he cannot distinguish between a sanctuary and a cage.

Backstory

The Plague of the Rusted Lung didn't just take Mrow-Mrow's family; it destroyed his faith in the natural order of life and death. As the golden-furred Tabaxi sat amidst the silence of his empty tavern, 'The Silver Purr,' he realized that mortality was not a cycle, but a design flaw. He didn't turn to the dark arts of necromancy to bring the dead back; instead, he sought the Dunamancy of the Kryn Dynasty, obsessed with the idea of being everywhere at once so that no one would ever suffer alone again. Through sheer force of will and temporal study, he learned to pull versions of himself from dying timelines—his 'brothers' Pip, Pop, and Pap—to ensure his kitchen would never run cold and his patrons would never go hungry.

Today, Mrow-Mrow is the most beloved figure in the district, but his compassion has curdled into a terrifying obsession. He has spent years perfecting 'The Eternal Draught,' an alchemical masterpiece hidden within his world-famous stews. He believes that the only way to truly save his 'flock' from the inevitable pain of existence is to put them into a permanent, blissful slumber. In his mind, a city of sleeping, dreaming people is a city where no one ever cries, no one ever bleeds, and no one ever has to say goodbye. He isn't a conqueror; he is a provider who refuses to let his children wake up to a cruel world.

Abilities & Actions

Manifest Sous-Chefs (Bonus Action)

Mrow-Mrow summons an Echo (Pip, Pop, or Pap). The echo is a translucent, gray image of himself that lasts until it is destroyed, he dismisses it, or he manifests another. The echo has AC 17, 1 hit point, and immunity to all conditions. When Mrow-Mrow takes the Attack action, any attack can originate from the echo's space. He can use this feature to have his echoes perform complex culinary tasks simultaneously.

Ladle of Parallel Portions

When Mrow-Mrow uses his Unleash Incarnation feature (available 3 times per long rest), the Echo's extra attack deals an additional 1d8 force damage as spectral kitchen utensils and boiling broth manifest to overwhelm the target. Additionally, he can use the ladle to duplicate a non-magical item worth 10gp or less for 1 hour.

The Eternal Draught (Recharge 6)

Mrow-Mrow flings a spray of his alchemical tonic in a 20-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be affected by the 'Sleep' spell (9d8 hit point pool). Creatures put to sleep this way do not wake up from taking damage or being shaken; they only wake if Mrow-Mrow allows it or if a Greater Restoration spell is cast.

Shadow Martyr (1/Short Rest)

When a creature Mrow-Mrow can see within 60 feet is hit by an attack, he can use his reaction to teleport his echo to a space within 5 feet of the target. The attack hits the echo instead of the target. Mrow-Mrow whispers, 'Gently now, Pap will take the hurt for you.'

DM Notes

Mrow-Mrow should be played with 'aggressive kindness.' He should insist the players sit down and eat before any dialogue happens. If they refuse, he looks genuinely heartbroken. Sample Dialogue: 'Oh, you look so tired, little beans. Your eyes carry such heavy stories. Pip, fetch the lavender rolls. Pop, more wine. Soon, you won't have to carry those stories anymore. Just sleep. Mrow-Mrow will watch the door.' He reacts to violence with disappointed tsk-tsking, treating a sword-swing like a child throwing a tantrum.