Cult Savant

These occultists lead others in unraveling esoteric mysteries. What they do with the secrets they uncover depends on the individual, but these savants are extremely guarded in their keepings.

Cult Savant

Medium humanoid, neutral

Armor Class 11
Hit Points 68 (11d8 + 19)
Speed 30 ft.


10 (+0)


13 (+1)


14 (+2)


17 (+3)


12 (+1)


15 (+2)

Saving Throws Con +6, Int +7, Wis +5
Skills Arcane +7, Insight, +5, Perception +5, Religion +7
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 3 (700 XP)                              Proficiency Bonus +4

Power Manifesting. The savant is a 9th-level manifester. Its manifesting ability is Intelligence (power save DC 15, +7 to hit with power attacks). It has 19 power points to spend on the following powers: dissonant destiny, psionic blast, psychic domination, puppetry, shatter psyche, suspension.


Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 or 5 (1d6 or 1d8) bludgeoning damage.

Telekinetic Slam. One creature within 60 ft. must make a 15 DC Strength saving throw. On a failed save, the target is pushed 30 feet away from the savant and knocked prone, and if it is pushed into a wall or object larger than it, it takes 10 (3d6) bludgeoning damage. On a successful save, the creature is only pushed 10 feet.