Ascended Being. If Control would be reduced to 0 hit points or killed, he instead is reduced to 1 hit point and cannot go below 1 hit point. He immediately teleports to his home plane of the Astral Plane if he is not there already.
Legendary Resistance (3/Day). If Control fails a saving throw, he can choose to succeed instead.
Perfect Control. Control is immune to any spell or effect that would alter his form, and he cannot be teleported or removed from the current plane against his will. He is not restricted by the bonus action casting rules.
Spellcasting. Control is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Control has the following spells prepared:
At will: Charm Person, Counterspell, Crown of Madness, Hold Person, Misty Step, Nondetection, Vortex Warp
3/day: Far Step, Hold Monster, Mass Suggestion, Scatter, Reverse Gravity
1/day: Dominate Monster, Feeblemind, Foresight, Mind Blank, Time Stop
Multiattack. Control uses Dominion, then makes two attacks. He can replace Dominion with a use of Spellcasting.
Dominion. Control forces a creature within 60 feet of himself to make a DC 22 Charisma saving throw or be charmed until the start of Control's next turn. While charmed in this way, Control can telepathically control the creature's move, action, or both. When controlled in this way, the creature can only take the Attack action (Control chooses the target), the Dash action, or an action that Control has seen the creature take before.
Psychic Bolt. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (2d8 + 8) psychic damage. A creature that has been hit by two bolts on the same turn has disadvantage on the next saving throw they make before the end of Control's next turn.
Spell Reversal (2/Day). When Control is forced to make a save against a spell that only targets him, he can make a spellcasting ability check with a DC of 10 + the spell's level. On a success, Control is unaffected by the spell, and the spell is instead reflected back at the caster. On a failure, Control makes saves as usual.
Control 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. Control regains spent legendary actions at the start of his turn.
Psychic Bolt. Control makes a Psychic Bolt attack.
Lower Spellcasting (Costs 2 Actions). Control casts an at-will spell from Spellcasting.
Higher Spellcasting (Costs 3 Actions). Control casts a spell from Spellcasting.
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