A named threat of Cathedral Level 2, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
Layered on top of the module's own combat AI, which still picks targets and positioning. The fight below moves through real hit-point-gated phases; every save DC and attack bonus computes from the stat block above at runtime.
She vanishes and reappears beside a chosen foe - and the tile she left behind keeps fouling anyone still standing there, smoke that lingers after she's already gone.
A flurry with nothing held back, and a permanent edge that stays with her afterward.
She is never quite where the last blow landed.
CR 14 is set against Cathedral Level 2's own real ambient ceiling, not auto-computed from level alone - a genuine Rogue 4 / Ninja_Spy 10 build at 14 total levels.
Hit points (94) follow this project's own average-hit-dice convention, and every save/attack bonus derives from the ability scores above at runtime - nothing here is hardcoded past the phase gates themselves.
Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Shirai Kanoto is ever up in Cathedral Level 2 at a time.