Demonologist
Creature 7 — human, humanoid
WeaverLANDhumanhumanoid
Demonologists can pull a creature from the Outer Rifts and bend it to their will... for a time. Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.
Source: pathfinder-npc-core
Perception +15
Languages chthonian, common
Skills Academia Lore +14, arcana +16, Demon Lore +18, diplomacy +11 (+13 with demons), religion +15
Str
+3
Dex
+1
Con
+2
Int
+4
Wis
+4
Cha
+0
Items Longspear, Robes, Fiendish Hypotheses and Protections from Same (Spellbook)
AC 22
Fort +13
Ref +12
Will +15
HP 100
Speed 25 feet
Offense
Melee Longspear (magical, reach) +17, Damage 1d8+9 piercing
Melee Fist (agile, nonlethal, unarmed) +16, Damage 1d4+9 bludgeoning
Abilities
Demonic Temptation (divine, mental) — Demonic study has garnered the attention of at least one demon who is actively trying to possess the demonologist. When the demonologist publicly espouses the benefits of demonic power (whether they believe it a good thing or not), they gain a +1 status bonus to skill checks, AC, and saves for 1 day. These bonuses don't apply against demons. At the end of the day, the demonologist must attempt a DC 20 Will save, becoming possessed for 1 day on a failure (or permanently on a critical failure).
Breach the Outer Rifts — Roll 1d20 to determine the type:
1–7 acid
8–9 cold
10–11 electricity
12–18 fire
19–20 void.
1–7 acid
8–9 cold
10–11 electricity
12–18 fire
19–20 void.
Demon Summoning — The demonologist can cast a 5th-rank Summon Fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-rank prepared spells and voluntarily take 4d12 mental damage that can't be reduced or prevented. If the demonologist is unable to Sustain the Spell, including if they're knocked out or killed, the spell continues, but the GM rolls a DC 10 Flat each round, ending the spell on a failure.
Arcane Prepared Spells DC 25, attack +17
4th Clairvoyance, Dispelling Globe, Wall of Fire
3rd Fireball, Slow
2nd Acid Grip, Blur, Environmental Endurance, Laughing Fit, See the Unseen
1st Fear (×2), Fleet Step, Grease, Mending
Cantrips (4th) Caustic Blast, Daze, Detect Magic, Light, Read Aura
WORKS WELL WITH
AnvilLANDA frontline body occupies melee attention so the caster can keep casting from behind cover without being closed down.
SnareLANDA controller that keeps enemies rooted in place lets summoned reinforcements and elemental blasts land more reliably.
PUNISHES
✖ overcommitting to a single target✖ melee reliance
Pairing with another primary caster means both compete for the same limited casting window each round.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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