Gargantuan Monstrosity, Lawful Neutral
Armor Class 21 (Natural Armor)
Hit Points 430 (20d20 + 220)
Speed 50 ft., Fly 70 ft.
STR
25 (+7)
DEX
14 (+2)
CON
30 (+10)
INT
23 (+6)
WIS
26 (+8)
CHA
27 (+8)
Saving Throws DEX +9, CON +17, INT +13, WIS +15
Skills Arcana +13, History +13, Insight +15, Perception +15, Religion +13
Damage Immunities Acid, Cold, Fire, Necrotic, Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 120 ft
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

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

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

Read Thoughts. Azor can read the surface thoughts of all creatures within 30 feet on him. He may also attempt to pry deeper into one creature's mind as a free action. A target of this attempt can make a wisdom saving throw DC 20 to try and resist this ability, succeeding on a pass.

Magic Weapons. Azor's weapon attacks are magical.

Spellcasting. Azor is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

Cantrips (at will): dancing lights, prestidigitation, sacred flame, spare the dying, thaumaturgy

1st level (at will): command, detect evil and good, detect magic, ensnaring strike, guidance, light, sanctuary, shield of faith, thaumaturgy

2nd level (at will): arcane lock, calm emotions, darkness, hold person, lesser restoration, magic mouth, silence, suggestion, zone of truth

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

4th level (3 slots): banishment, dimension door, divination, freedom of movement, locate creature, private sanctum

5th level (3 slots): dispel evil and good, flame strike, greater restoration, scrying, temporal shunt

6th level (3 slots): disintegrate, druid grove,  forbiddance, guards and wards, heroes' feast, word of recall

7th level (2 slots): divine word, plane shift, teleport, temple of the gods

8th level (2 slots): antimagic field, feeblemind, maze, mighty fortress, mind blank

9th level (2 slots): imprisonment, time ravage, time stop, true polymorph, wish

Actions

Multiattack. Azor makes three slam attacks. Azor can cast a spell with a casting time of 1 action in place of any of these attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) bludgeoning damage.

Supreme Legal Authority. Azor chooses up to three creatures he can see within 90 feet of him. Each target must succeed on a DC 23 Intelligence saving throw or Azor chooses an action for that target: Attack, [Tooltip Not Found], Dash, Disengage, Dodge, Help, Hide, Ready, Search, or [Tooltip Not Found]. 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 Azor’s Supreme Legal Authority for 24 hours.

Reactions

War Caster. Azor can use his reaction to cast a spell instead of making an attack of opportunity when a hostile that it can see leaves its reach.

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 its turn.

Claw Attack. Azor makes one claw attack.

Move. Azor moves up to his movement speed without triggering attacks of opportunity.

Teleport (Costs 2 Actions). Azor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Spell (Costs 3 Actions). Azor casts a spell from its list of prepared spells, using a spell slot as normal.

Description

Azor is a sphinx of unknown origin and a former planeswalker. He is a lawmage and a hieromancer and sees himself as the Arbiter of Law.

Azor is the current guildmaster of the Azorius Senate. As a sphinx, he is aloof and values solitude above all. However, he has been forced to give up his privacy to deal with the increased crime and chaos in Elturel.

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

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

Lair and Lair Actions

Azor’s Lair

Azor presides over the Azorius Senate, within which are hidden divine secrets and treasures beyond the reach of Elturels citizens.

Lair Actions

On initiative count 20 (losing initiative ties), Azor can take a lair action to cause one of the following magical effects; Azor can’t use the same effect again until it finishes a short or long rest:

  • The flow of time is altered such that every creature in the lair must reroll initiative. Azor can choose not to reroll.
  • The effects of time are altered in way such that every creature in the lair must succeed on a DC 18 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
  • Everything within the lair is altered such that it moves up to 10 years forward or backward in time (Azor’s choice). Only Azor is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
  • Azor shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside the senate, Azor can’t use lair actions, but it can return to the Azorius Senate as a bonus action on its turn, taking up to seven creatures with it.

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2021 7:17:50 AM
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Monster Tags: monstrosityAzorius

Habitat: Desert

JooBear

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