Reimu Hakurei

"I am the Shrine Maiden of Paradise, Reimu Hakurei.

I'll protect the barrier, no matter what!

And I'm not gonna let some human die stupidly right in front of me!"

(This page is not final, and requires revision)

Within Gensokyo, one of the most renowned places known well to both Humans and Youkai is a modest shrine on top of a hill. This is the Hakurei Shrine, which lies on the metaphysical border between Gensokyo and the Outside World. For generations, it has been home to the Hakurei Maidens, a bloodline that exists to defend both the shrine, and Gensokyo itself.

Reimu Hakurei is the latest of this line, a young girl with the great power of her clan.

(Additional Abilities)

Reimu Hakurei

Medium humanoid (Human), neutral

AC: 23

HP: 235

Speed: 30 ft., 30 ft. flying (hover)

STR 12 (+1) DEX 24 (+7) CON 13 (+1)

INT 15 (+2) WIS 22 (+6) CHA 22 (+6)

Saving Throws: Dexterity +14, Wisdom +13, Charisma +13

Damage Resistances: Psychic

Damage Immunities: Radiant, necrotic

Languages: Japanese, Old Japanese, Youkai

Challenge: 25

Features:

Divine Spirit "Fantasy Seal -Blink-": As part of her movement, Reimu may teleport up to 60 ft. She may do this up to five times in a single turn. When she does this, she may have all other creatures within 15 ft. of her point of arrival take 2d6+6 force damage.

Evasion: Whenever Reimu is affected by an effect that allows her to make a Dexterity saving throw to take half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Legendary Resistance (5/day): When Reimu fails a saving throw, she may instead choose to pass it.

Natural Talent: Reimu has a +3 to all ability checks.

Actions:

Multiattack: Reimu attacks six times with Homing Amulets, or three with her Gohei.

Homing Amulets: Ranged weapon attack. 300 ft. range. Automatic hit, 2d8+12 radiant damage.

Gohei: Melee weapon attack. +14 to hit, 1d6+7 magical bludgeoning damage.

Fantasy Heaven: Reimu summons seven yin-yang orbs. While this is active, whenever she successfully hits a creature with her Gohei, one of the orbs becomes charged. When all seven orbs are charged, all creatures within 120 ft. of Reimu take 250 radiant damage. They then take 250 necrotic damage. They then take 250 force damage. They then lose 250 HP. Non-humans take twice as much damage. Reimu may have this damage be non-lethal.

Fantasy Nature: Reimu passes from reality. She is still visible to those in reality, but is unaffected by anything. Using this does not affect her own ability to interact with reality.

Reactions:

Reimu may take two reactions between her turns, instead of one.

Dream Sign "Duplex Barrier": Reimu ignores the effects of a spell, attack or feature.

Legendary Actions (2 uses):

Bindings: Any number of creatures of Reimu's choice within 120 ft. of her must make a DC 25 Wisdom and a DC 25 Strength saving throw. Non-humans have disadvantage on these saving throws. Failing either of these paralyzes those creatures. At the end of each of its turns, a paralyzed creature may take both saving throws again. Passing both frees the creature. Reimu may dismiss any number of these bindings at will.

Purify: Reimu removes all conditions upon her.

Spirit Sign "Fantasy Seal": Reimu chooses a creature within 300 ft. that she can see. That creature takes five automatic hits, each dealing 2d8+6 force damage.