17 (natural armor)
261 (18d20+72)
walk 40 ft., fly 60 ft.
Dex +9, Con +11, Int +13, Wis +15
Arcana +13, History +13, Insight +15, Perception +15
psychic; bludgeoning, piercing, slashing from nonmagical attacks
charmed, frightened
truesight 120 ft.
Common, Sphinx
21
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.
If Isperia fails a saving throw, she can choose to succeed instead.
Isperia has advantage on saving throws against spells and other magical effects.
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
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: • Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy • 1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith • 2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth • 3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues • 4th level (3 slots): divination, locate creature • 5th level (2 slots): dispel evil and good, scrying • 6th level (1 slots): word of recall • 7th level (1 slots): divine word • 8th level (1 slots): antimagic field
Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack.
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.
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.
Isperia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Isperia regains spent legendary actions at the start of its turn.
Isperia makes one claw attack.
Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.
Isperia uses Supreme Legal Authority.