Demonologist

Level 7
Creature· humanMediumRemaster
AC
22
HP
100
Speed
25 ft.
Perception
+15
Fort
+13
Ref
+12
Will
+15
Languages chthonian, common
Skills arcana +16, religion +15, diplomacy +11
Recall Knowledge DC 23 (society)

Attacks

Melee Longspear +17 (magical, reach), Damage 1d8+9 piercing
Melee Fist +16 (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoning

Abilities

Demonic Temptationinteraction

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

Requirements The demonologist's last action was to cast a non-cantrip spell


Effect The demonologist siphons energy drawn from the Outer Rifts into their weapon. Until the end of the turn, the weapon deals an extra 2d6 damage.

Roll 1d20 to determine the type:

  • 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.

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.