"Corpses can't die, you know. Isn't it wonderful?"
Seiga Kaku
Meduim humanoid (Hermit), neutral evil.
AC: 17
HP: 113
Speed: 30 ft., 30 ft. flying (hover)
STR 8 (-1) DEX 17 (+3) CON 13 (+1)
INT 20 (+5) WIS 19 (+4) CHA 20 (+5)
Saving Throws: Dexterity +8, Wisdom +9, Charisma +10
Skills: Acrobatics +8, Animal Handling +9, Arcana +10, Deception +10, History +10, Insight +9, Investigation +10, Medicine +9, Nature +9, Perception +9, Performance +10, Religion +10, Sleight of Hand +8, Survival +9
Damage Resistances: Necrotic, radiant
Damage Immunities: Lightning, poison
Condition Immunities:
Languages: Japanese, Old Japanese, Youkai
Challenge: 7
Features:
Pass Through Walls: Seiga is an elusive woman, who seems to be able to come and go as she pleases. Seiga can use her hairpin to cut holes in any inanimate object, creating a hole which closes up seamlessly after five minutes, or until Seiga dismisses the hole. A hole will not close if a creature is within it. If used on the ground, a tunnel can be made. This works on all magical creations as well, including spells such as Wall of Force. If the wall has several layers, each use only cuts through one layer.
Jiangshi User: Seiga is adept at controlling Yoshika, her valued guardian who she often dotes upon for her good behaviour. Seiga is often accompanied by her Jiangshi, Yoshika Miyako.
Legendary Resistance (3/day): Even the greatest of demons have yet to capture Seiga Kaku for her sins. When Seiga fails a saving throw, she may choose to pass it instead.
Actions:
Shock: Ranged spell attack. +10 to hit, 6d6 lightning damage.
Lightning Orbs (1/day, Recharge 5-6): Seiga summons up to three orbs, which create lightning in a 15 ft. radius around themselves. Any creature within the lightning must make a DC 18 Constitution saving throw. On a failure, they take 6d6 lightning damage. On a success, they take half as much damage.
These orbs last for 18 seconds.
Seiga may use a bonus action to move the orbs up to 20 ft., causing any creature that the area of effect passes through to make the saving throw.
A creature that enters the area, or ends their turn in the area must make the saving throw.
A creature can only make the saving throw once on a single turn against the effects of a single orb.