Sources
CR
Type
Size
Alignment
Movement

Isperia

Gargantuan Monstrosity, Lawful Neutral

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
Saving Throws DEX +9, CON +11, INT +13, WIS +15
Skills Arcana +13, History +13, Insight +15, Perception +15
Damage Immunities psychic; bludgeoning, piercing, slashing, from nonmagical attacks
Condition Immunities Charmed, Frightened
Senses truesight 120 ft., passive Perception 25
Languages Common, Sphinx
Challenge 21 (33,000 XP)

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.

Spellcasting

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.

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:

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 slot): word of recall

7th level (1 slot): divine word

8th level (1 slot): antimagic field

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 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.

Lore

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.