Ascended of Dreams

Small/Medium Aberration, Any Non-Good Alignment

Armor Class: 14 (17 With Mage Armor)

Hit Points: 170 (20d8+80)


Speed: 30 ft.

STR 16/+3

DEX 18/+3

CON 18/+4

INT 22/+6

WIS 16/+3

CHA 20/+5


Saving Throws: Dex +8, Wis +8

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks, Necrotic, Psychic

Skills: Arcana +16, Deception +10, History +16, Insight +8, Perception +13 Religion +16

Senses: Truesight 120 ft. Passive Perception 23

Languages: Common, Deep Speech, Undercommon, any other four languages.

Challenge: 14

Proficiency Bonus: +5


The Ascended is an evolution of the modular Allured and Enlightened  statblock. They have at least 2-3 of the Gifts and Scars described in the Allured statblock, and one greater gift from the Enlightened statblock. All of the DCs of these features are increased to 18

Arcane Dabbling. Through their research into the occult, they have learnt the following spells at will (Spell save DC 18) without needing material components. 

  • Alter Self, Command (2nd level), Identify, Mage Armor, Sleep (2nd level)

Ascended Powers. The Ascended are occultists of the highest level. Their strenuous research and dealings with dark and eldritch powers have made them transcend the bindings of reality that other mortals are subject to. They have been shown the true inner workings of the world and managed not to lose their mind or will to its terrifying truth. Now they can no longer be considered ordinary beings, having changed into something more. They have the following properties. 

  • They add double their proficiency bonus to Perception Checks and Truesight with the range of 120 ft. (Already included in the statblock)
  • They know all 1st and 2nd level Warlock spells and can cast them at will without requiring any spell slots, using Charisma as their spellcasting ability (Spell save DC 18, +9 to hit with spell attacks)
  • They can use their Charisma modifier instead of Strength or Dexterity modifiers for attack and damage rolls when they make a weapon attack.
  • They gain Legendary Resistance (2/Day), allowing them to choose to succeed on a failed saving throw. 

Greater Gift of the Dreamer.

  • They can cast the Command spell as if they used a spell slot of 4th level
  • When they use Eldritch Lance, it also targets all sleeping targets within 60 feet of the Ascended that they can see. Sleeping creatures don’t gain the benefits of being prone against Eldritch Lance
  • As a bonus action, the Ascended can force a creature that they can see within 60 feet of them to make a DC 18 Wisdom saving throw, going under the effects of a Sleep spell on a failure
  • They can cast the Dominate Person spell at will. However creatures that succeed on the saving throw are immune to the effects when cast by the specific Ascended.
  • Have a +5 bonus on Wisdom saving throws

Gift of Conversion. This gift gives the Ascended an unnatural ability to influence others

  • They gain proficiency in all charisma checks. 
  • They can cast the Charm Person and Suggestion spells at will without requiring any components. 
  • When attacked by a creature that they can see, the Ascended can use their reaction to force the attacker to make a DC 18 Wisdom saving throw, making the attack automatically miss on a failure.   

Gift of the Seeing. 

  • Can understand and translate any written language. 
  • Is under the permanent effects of a Detect Magic spell
  • At the end of their turn, they can decide to take 1d8 psychic damage, making their eyes turn into what seems like two black holes, any creature in a 60 foot radius that the Ascended can see must make a DC 18 Wisdom saving throw, taking 1d8 psychic damage and becoming restrained until the end of their turn or until the Ascended stops seeing them on a failure, or half as much damage and not being restrained on a success. 

Scar of the Cracked Mind. The Ascended’s mind is damaged by what they had seen during their studies,

  • They become vulnerable to psychic damage.
  • They gain disadvantage on all wisdom saving throws.

Scar of the Frail. The Ascended’s body has suffered to unravel the hidden knowledge of the world. 

  • Their movement speed is reduced by 15 feet 
  • They gain disadvantage on Strength ability checks and saving throws. 
  • They take 1 extra damage from each source of Bludgeoning, Piercing or Slashing damage

Actions.

  • Multiattack. The Ascended makes two attack with their Occultist’s Rapier
  • Occultist’s Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11(1d8+5) piercing damage plus 9 (2d8) necrotic damage. If two or more of these attacks hit a single creature during a single turn, The Ascended can make one Eldritch Lance attack as a bonus action against that creature until the end of their turn. 
  • Eldritch Lance. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22(3d10+5) force damage.

Legendary Actions (2x)

  • Shroud of the Unseen. Ascended becomes invisible and moves up to 5 feet. The invisibility lasts only during the next creature’s turn. 
  • Beckoning Charm. Ascended chooses a creature within 60 feet of them. That creature must make a DC 18 Wisdom saving throw, feeling a burning need to approach the Ascended on a failure, taking 3d10 psychic damage if they end their turn more than 30 feet away from the Ascended. Creatures immune to being charmed are not affected by this legendary action
  • Cosmic Warp. Ascended chooses a creature within 60 feet of them and if they are willing or unconscious they switch places, both appearing in the space where the other was located before.
    If the chosen creature is not willing, they must make a DC 18 Charisma saving throw, switching places anyway on a failure.  
    If there is not enough unoccupied space for either creature, the effect doesn’t take place and the legendary action is spent anyway. 
  • Astral Intangibility (Costs 2 Actions). The next time the Ascended would lose hit points from an effect until the start of their turn, they lose no hit points instead.

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