Hata no Kokoro
"Having the three of you together is actually quite convenient for me... You scared? Come at me together!" -Kokoro, to Byakuren, Miko and Reimu.
Hata no Kokoro is a menreki, a spirit formed by the collective 66 masks that she possesses. Each of her masks corresponds to a different emotion or expression, and she typically uses them, along with the exaggerated motions typical of a performer, to show her feeling, as she's unused to using her face to do so.
She possesses the ability to manipulate emotions through her performances; her masks evoke the emotion they correspond to in the wearer and those around them.
Hata no Kokoro
Medium construct (Menreki), neutral
AC:17
HP:193
Speed: 30 ft., 30 ft. flying (hover)
STR 18 (+4) DEX 16 (+3) CON 18 (+4)
INT 12 (+1) WIS 14 (+2) CHA 19 (+4)
Saving Throws: Dexterity, Wisdom, Charisma
Skills: Acrobatics +8, Performance +9, Sleight of Hand +8
Damage Resistances: Force, cold
Damage Immunities: Non-magical slashing, bludgeoning and piercing, poison, psychic
Condition Immunities: Poisoned
Languages: Japanese, Old Japanese
Challenge: 17
Features:
Action Surge (2/day): Once on each of her turns, Kokoro may take an additional action.
Critical Strike: Kokoro's attacks score a critical hit on a roll of a 19 or 20.
Eternal Dance: When Kokoro scores a critical hit or reduces a hostile creature to 0 HP, she is able to make a single additional attack and move again on that turn, she recovers 20 HP, and gains +3 to her AC and saving throws until the beginning of her next turn. This effect can occur any number of times in a single turn.
Evasion: When Kokoro is subjected to an effect that allows her to make a Dexterity saving throw to take half damage, she instead takes half damage if she fails the saving throw, and no damage if she passes.
Fluid Performance: Kokoro may take the dash, dodge or disengage actions as a bonus action.
Actions:
Multiattack: Kokoro makes two attacks with her Naginata and one with her Fan.
Naginata: +11 to hit, 2d10+6 slashing damage. 10 ft. reach.
Fan: +11 to hit, 2d6+6 slashing damage.
Dragon Mask: As an action, Kokoro summons a dragon mask and breathes a burst of flame. All creatures within a 15 ft. cone must make a DC 16 Dexterity saving throw. A creature that fails takes 10d6 fire damage. A successful save halves this damage.