THE SHARED REFERENCE Adventurer

Monster

Isperia

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Monstrosity
Size
Gargantuan
Armor class
17 (natural armor)
Hit points
261 (18d20 + 72)
Speed
Walk 40 ft., Fly 60 ft.
Challenge rating
21
Alignment
Lawful Neutral
Strength
20
Dexterity
14
Constitution
18
Intelligence
23
Wisdom
26
Charisma
20
Passive Perception
25
Saving Throws
dex: +9; con: +11; int: +13; wis: +15
Skills
arcana: +13; history: +13; insight: +15; perception: +15
Senses
truesight 120 ft.
Languages
Common, Sphinx
Immunities
psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, frightened

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

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 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 DC 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 DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

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.

Innate Spellcasting

Isperia's innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components.

2/day: imprisonment

Spellcasting

Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared:

Spell slots: 0: spells: guidance, light, resistance, sacred flame, thaumaturgy; 1: slots: 4; spells: command, detect evil and good, ensnaring strike, sanctuary, shield of faith; 2: slots: 3; spells: arcane lock, augury, calm emotions, hold person, silence, zone of truth; 3: slots: 3; spells: bestow curse, clairvoyance, counterspell, dispel magic, tongues; 4: slots: 3; spells: divination, locate creature; 5: slots: 2; spells: dispel evil and good, scrying; 6: slots: 1; spells: word of recall; 7: slots: 1; spells: divine word; 8: slots: 1; spells: antimagic field

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