Small/Medium Aberration, Any Non-Good Alignment
Armor Class: 14 (17 With Mage Armor)
Hit Points: 170 (20d8+80)
Speed: 30 ft.
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.
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 Beast.
- They can make one extra Occultist’s Rapier attack as part of their Multiattack action
- Their base walking movement speed is increased to 40 feet
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on their Eldritch Lance and when they hit a creature with Eldritch Lance, the target must make a DC 18 Charisma saving throw, being forced to move up to half of their movement speed and make one weapon attack with the weapon they are currently holding against a creature of the Ascended’’s choice.
- Have a +5 bonus on Dexterity saving throws
Gift of Flesh. This gift causes the flesh of the Ascended to reconstitute itself and improves their metabolism and regeneration.
- They have advantage on Constitution saving throw
- Long Rests only take 2 hours.
- They can use their action to expend up to two of their Hit Dice to regain an amount of Hit Points equal to the number rolled. They can use this ability as a bonus action twice per long rest.
- They regain 1 Hit Point each minute.
Gift of the Sensation. This gift improves the Ascended’s senses and increases the potency of their sensations and of their primal urges and instincts.
- They gain proficiency in Perception and Investigation and gain advantage on all Perception or Investigation checks that require smell, sight or hearing.
- If they have less than half of their maximum Hit Points, their enhanced self-preservation instinct activates, giving them additional 10 feet of movement and making them deal one additional weapon damage die with their melee weapon attacks.
Scar of Delusions. In thrilling situations, the Ascended’s urges and instincts, amplified by his esoteric exploits, take over his reason.
- While they have less than half of their maximum hit points, they must make a DC 18 Wisdom saving throw at the start of their turn, having to attack the nearest hostile target they can see during their turn on a failure. While affected by this feature, their attacks are made with advantage and attacks against them are made with advantage as well.
- They gain disadvantage against being charmed or frightened
Scar of Unreason. Secrets unexplainable by logic and defying any reasonable explanation have left the Ascended doubt the nature of reality and their own sensory experience.
- They gain disadvantage on Intelligence saving throws
- Each time they fail a saving throw or are hit by a critical hit, the Ascended becomes affected by the effects of a Phantasmal Force spell (details depending on the situation) until the end of their turn.
- 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.