Gargantuan Monstrosity
Armor Class 20
Hit Points 411 (20d20 + 191)
Speed 60 ft., Walk 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
30 (+10)
WIS
26 (+8)
CHA
20 (+5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft, Passive Perception 25
Languages Common, Sphinx
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Innate Spellcasting. Azpr innate spellcasting ability is Wisdom (spell save DC 25). Isperia can innately cast imprisonment twice per day, requiring no material components.

Inscrutable. Azor is immune to any effect that would sense she emotions or read she thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.

Legendary Resistance (3/Day). If Azor fails a saving throw, she can choose to succeed instead.

Magic Resistance. Azor has advantage on saving throws against spells and other magical effects.

Spellcasting. Azor is a 20th-level Azorius spellcaster. His spellcasting ability is Wisdom (spell save DC 24, +14 to hit with spell attacks). Azor has the following Wizard spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy

1st level (5 slots): command, detect evil and good, Dissonant Whispers, sanctuary, shield 

2nd level (5 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth, Mind Spike.

3rd level (4 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues

4th level (4 slots): divination, locate creature

5th level (3 slots): dispel evil and good, scrying, Synaptic Static

6th level (2 slot): word of recall

7th level (2 slot): Divine Word

8th level (2 slot): antimagic field, Feeblemind

9th level (1 slot): Weird

Sphinx's Decree

2nd Level Abjuration
Casting Time 1 Bonus Action
Duration Instantaneous
Components V
Range Sight
Any hostile creatures in sight are incapable of casting any spells until your next turn if they fail a Wisdom Save

 

Actions

Multiattack. Azor makes two claw attacks. he 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: 16 (3d10) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (6d6) psychic damage after each attack it makes against Azor before the start of her next turn.

Supreme Authority. Azor chooses up to six creatures he can see within 90 feet of him. Each target must succeed on a DC 26 Intelligence saving throw or Azor 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 26 Intelligence saving throw. 

Legendary Actions

Azor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azor regains spent legendary actions at the start of her turn.

Claw Attack. Azor makes one claw attack.

Cast a Spell. Azor casts a spell of from his list of prepared spells, using a spell slot as normal.

Supreme Authority (Costs 3 Actions). Azor uses Supreme Legal Authority.

Sphinx Genius (Costs 3 Actions). Azor regains a spell slot of 3rd level or lower.

kingdaruk

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