Magic Resistance. The Blood Crystal Ascendant has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Blood). The Blood Crystal Ascendant is a 11th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 16; +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: Chill Touch, Toll the Dead, Mind Sliver,
1st level (4 slots): Inflict Wounds, Hex, Sleep, Shield, Cause Fear
2nd level (3 slots): Hold Person, Mind Spike, Misty Step, Web, Suggestion
3rd level (3 slots): Animate Dead, Bestow Curse, Vampiric Touch, Counterspell
4th level (3 slots): Blight, Dimension Door, Banishment, Locate Creature
5th level (2 slots): Enervation, Hold Monster, Scrying
6th level (1 slot): Create Undead, Mass Suggestion
Empowered Undead: The Blood Crystal Ascendant's spells which create or animate undead are empowered by their powerful blood magic. When casting the "Animate Dead" spell, the Blood Crystal Ascendant may choose to instead create a "Tyrant's Blood Crystal Corpse" (or ghoul). When casting the "Create Undead" spell, the Blood Crystal Ascendant may choose to instead create a "Tyrant's Blood Crystal Brute" (or Wight).
Magically Infused: The Blood Crystal Ascendant's attacks are considered magical.
Crystal Growth. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Dexterity saving throw or be stunned until this grapple ends.
Infect. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Blood Crystal Ascendant. Hit: The target takes 55 (10d10) psychic damage. If this damage reduces the target to 0 hit points, the Blood Crystal Ascendant infects the target's blood with Tyrant's Blood Crystals. When infected, the target rolls all their available hit dice and heals that amount. Additionally, while infected, the target comes under the "Dominate Monster" spell effect for 1 minute; after the duration expires, the target drops to 0 hit points.
Blood Spray (Recharge 5–6). The Blood Crystal Ascendant spills its own blood, causing blood to burst out in a 60-foot cone. Each creature, in that area must succeed on a DC 16 Dexterity saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute, the Blood Crystal Ascendant also takes half the damage rolled from this attack. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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