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monster

Isperia

Isperia
Isperia
CR 21
Gargantuan Monstrosity, Lawful Neutral
Reveal Stat Block
Armor Class
17 (natural armor)
Hit Points
261 (18d20 + 72)
Speed
40 ft., fly 60 ft.
str
20
+5
dex
14
+2
con
18
+4
int
23
+6
wis
26
+8
cha
20
+5

Traits

Inscrutable.Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.
Legendary Resistance (3/Day).If Isperia fails a saving throw, she can choose to succeed instead.
Magic Resistance.Isperia has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack.
Claw.mw 12 to hit, reach 5 ft., one target. ({@damage 3d10 + 5) slashing damage. If the target is a creature, it must succeed on a 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn.
Supreme Legal Authority.Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours.
Legendary Actions.The creature can take 3 legendary actions...
Claw Attack.Isperia makes one claw attack.
Cast a Spell (Costs 2 Actions).Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.
Supreme Legal Authority (Costs 3 Actions).Isperia uses Supreme Legal Authority.

Isperia

Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.

Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system.

If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.