Medium Undead (Gem), Neutral Evil
Armor Class 21
Hit Points 130 (26d8)
Speed 30 ft., Swim 30 ft., Fly 40 ft. (hover)
STR
6 (-2)
DEX
12 (+1)
CON
10 (+0)
INT
30 (+10)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws CON +8, INT +18, WIS +16, CHA +17
Skills Arcana +26, History +18, Nature +18
Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 18
Languages Common, Draconic, Sylvan, Telepathy 120 ft
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Special Equipment. Ascension is attuned to and wields the Godsteel Diadem.

Deflection. Ascension's AC includes their Intelligence modifier.

Hivemind.
Due to the multiple minds mingling inside of Ascension's own, Ascension has advantage on all Intelligence, Wisdom, and Charisma saving throws.

Aura of Malice. When a creature starts its turn within 30 feet of Ascension, it can force that creature to make a DC 20 Wisdom saving throw or become frightened of them.

Unusual Nature. Ascension does not require air, food, drink, or sleep.

Spellcasting (Psionics). Ascension casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attacks):
1/day each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sending, telekinesis

Spellcasting. Ascension has access to the following Warlock spells, using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attacks):
at will: Eldritch Blast, Chill Touch, Mind Sliver, Message, Mage Hand
1st level (0 slots): Bane, Hex, Arms of Hadar
2nd level (0 slots): Tasha's Mind Whip, Mind Spike, Mirror Image
3rd level (0 slots): Counterspell, Enemies Abound
4th level (0 slots): Blight, Psychic Lance
5th level (4 slots): Negative Energy Flood
6th level (1 slot, no upcast): Circle of Death
7th level (1 slot, no upcast): Finger of Death
8th level (1 slot, no upcast): Feeblemind
9th level (1 slot, no upcast): Psychic Scream

Actions

Warping Mind. Ascension uses three Psychic Break attacks.

Psychic Break. Melee or Ranged Spell Attack: +18 to hit, reach 10 ft or range 120 ft., one target. Hit: 35 (5d8 + 10) force damage. 

Psionic Implosion. Ascension targets a 20 ft cube area within 300 feet and causes it to implode. All creatures inside must make a DC 26 Constitution saving throw or take 48 (8d10) force damage within the area.

Legendary Actions

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

Rend. Ascension makes one Telekinetic Rend attack.

Cast a Spell (Costs 2 Actions). Ascension uses Spellcasting.

Commanding Thought (Costs 2 Actions). Ascension targets a creature it can see within 30 feet of them. The target must succeed on a DC 20 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the target becomes the Ascension's puppet, acting and moving in accordance with its telepathic commands. While under Ascension's control, the target can take only the Attack (Ascension chooses the target) or Dash action on its turn.

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