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.

(Additional Abilities)

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.