Abyssal Savant Species in I Wish I'd Paid More Attention to the Lore | World Anvil

Abyssal Savant (/əˈbɪs.l̩ səˈvɑnt/)

Cunning and malevolent psychic sorcerers from beyond time. Whenever they appear in the mortal realm, they are questing for arcane and esoteric knowledge.

Initial concept by Jeremy Hart
Abyssal Savants are what most people imagine when the word aberration is uttered. They are grotesque, evil, and immortal. As such, they are the keepers of immense amounts of ancient lore, living relics of the time before the Interdict of Merlin. Despite that, they seem inhumanly driven to discover more.   Many believe that the Abyssal Savants are a degenerated version of the gods, a theory that some ancient history accounts would support. Regardless there is significant credible evidence that the Abyssal Savants popped into existence at about the same time as the gods, and no sister species or home plane have ever been discovered for them.

Basic Information

Anatomy

Abyssal Savants are roughly humanoid creatures with grey-green skin covered in purple "freckles" and three rheumy eyes. They have long, gnarled, fragile fingers that seem to almost be talons at the end of long, thin arms. It's face is ringed by a mass of prehensile tentacles that it seems to prefer over the use of its hands. They seem to lack ears or a nose, but their mouth is present, and filled with sharp, stalactite-esque teeth. They have semi-hoofed feet with legs bent back at an angle. Digging into their flesh reveals an alien physique. Their "flesh" is closer to rubber and they contain absolutely no organs, tendons, or bones (aside from their teeth). Even more interesting is their total lack of magical power, despite having several supernatural abilities that one might consider arcane, Abyssal Savants are entirely incapable of magic.

Genetics and Reproduction

Abyssal Savants are almost never seen together, leading some scholars to speculate that reproduction happens asexually. Others believe that they do not reproduce at all.

Ecology and Habitats

Abyssal Savants have no natural habitat, but most will take up semi-permanent residence in small isolated demi-planes. Here they store the vast troves of trinkets and tomes they have amassed over the years.

Dietary Needs and Habits

Abyssal Savants have never been viewed eating despite having a mouth (but not esophagus) and do not seem to have the organs necessary to process food.

Behaviour

Abyssal Savants have little interest in mortal matters. They spend their time using their psychometry to track down obscure arcane knowledge, which means the only time they come into contact with mortals is if they are believed to have an object an Abyssal Savant needs to read for its search. Abyssal Savants are incapable of magic, leaving them quite helpless against accomplished spellcasters, or items guarded by magic. As such, Abyssal Savants will often employ the use of puppets. They will search for a person whose future intersects with its target, found by putting common people to sleep and reading them, then torture them with visions of eternity into permanent insanity. From there, the Abyssal Savant will reshape the target's mind into an unknowing puppet. Their only good point is that they do not seem to hold grudges.

Additional Information

Uses, Products & Exploitation

The left and right eyes of an Abyssal Savant are theorized to have incredible value in divination potions, however, if anyone has managed to gather and create such a potion, they have not advertised that fact.

Average Intelligence

Abyssal Savants are clearly of at least sophont level intellect. Their exact intelligence remains a highly debated topic, but it is at least influenced by their highly non-linear perception of time.

Perception and Sensory Capabilities

Abyssal Savants have a rather unique set of senses. In addition to the typical senses a creature posses, an Abyssal Savant has future-sight, past-sight, psychometry, and telepathy.

Future-Sight

An Abyssal Savant's right eye sees into the future. Scholars estimate that this sight only extends a few minutes, covering just a few dozen at most possible futures

Past-Sight

The left eye of an Abyssal Savant sees into the past by about an hour, showing all manner of activity in great detail. Only the middle eye of an Abyssal Savant sees the present.

Psychometry

When an Abyssal Savant handles an object with its tentacles for ten minutes, its view of its past and future expands greatly allowing it to see millennia of its history and hundreds of thousands of possible futures over a century. When engaging in melee combat, this ability can be weaponized; a creature struck by an Abyssal Savant's tentacle is plagued with thousands of visions of their own death.

Telepathy

Although the exact mechanics of their telepathy are unknown, Abyssal Savants are able to communicate across language barriers with willing creatures (or those with unprotected minds and weak wills) within their line of sight.

Civilization and Culture

Culture and Cultural Heritage

No distinct culture among Abyssal Savants have ever been found. They seem to be able to live entirely without the support of others.
Lifespan
Immortal
Conservation Status
Some believe that Abyssal Savants are incapable of reproduction. If this is true, their population is likely limited. The sage Orundal Arin once analyzed historical documents of sighting and the rare credible report of an Abyssal Savant's death to produce a population estimate of some 96 individuals.
Average Height
1.9 - 2.7 meters
Average Weight
90 - 150 kilograms
Body Tint, Colouring and Marking
Individual Abyssal Savants are often identified by the purple "freckles" that dot their skin. These freckles range in size from the head of a pin to a human fist.
Tactics
Abyssal Savants will avoid combat when possible, choosing to blink away. If combat cannot be avoided, or the Abyssal Savant wants something the party has, it will initiate combat by forcing those it can to sleep. It will then target those remaining with Glimpse of Eternity, putting those it affects to sleep on the next turn. If the Abyssal Savant starts its turn next to a player, it will choose to attack with its tentacles, then blink away. After disabling all party members, it will take what it wants, then leave. If it senses a genuine threat to its life such as a Dimensional Anchor, it will plane shift and choose a less direct method of achieving its goal for the next encounter.

Abyssal Savant

The abyssal savant can make two attack per turn: one tentacle strike (1d6 bludgeoning + Death Visions) and Glimpse of Eternity or Telepathy induced sleep


  • Alien Mind Abyssal Savants are immune to standard mind-affecting and mind-reading spells, spellcasters who attempt one must save vs spells or take 1d6 damage

  • Death Visions Anyone struck by the tentacle of an Abyssal Savant must save vs spells as visions of their death flood their mind or be paralyzed for 1d6 turns

  • Telepathy Abyssal Savants can communicate directly with the minds of willing beings or those with INT less than 18 within its line of sight. Any number of creatures in range with an INT less than 15 can be compelled into non-magical slumber without a save. While the Abyssal Savant is present they will be unable to awaken.

  • Outside Time The future and past sight of an abyssal savant prevent them from being unaware

  • Outside Space An Abyssal Savant can move part or all of its movement speed by folding space and blinking to their new location, this can be done as a reaction as per standard movement rules. Once per day an Abyssal Savant can use this ability to tunnel to another plane.

  • Glimpse of Eternity The Abyssal Savant shares its unique vision with everyone in its line of sight, allowing them a brief glimpse of eternity. They must save vs spells or have their INT and CHA reduced to 1 for 1d6 + 1 rounds, after which they may make a save vs spells each turn to overcome the effect. The target must be sapient and conscious for the ability to work, if a character loses consciousness the effect ends when they awaken. If a character's spell save reaches 20, this effect is permanent.



 


TypeXPACHDTHAC0MVDeathTrapsParalysisPoisonSpells
Standard6505 [0]5+414 [+5]100m1210121412

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