DemonologistCreature 7
Source Pathfinder Society Scenario #7-07: Draconic Folly
Perception +15
Languages Chthonian, Common
Skills Lore +14, Lore +18, Arcana +16, Diplomacy +11, Religion +15
Str +3, Dex +1, Con +2, Int +4, Wis +4, Cha +0
AC 22; Fort +13; Reflex +12; Will +15;
HP 100
Speed 25 feet
Longspear
+17 (+12, +7) to hit (magical, reach) 1d8+9 PiercingFist
+16 (+12, +8) to hit (agile, nonlethal, unarmed) 1d4+9 BludgeoningDemonic 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
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.
The demonologist can cast a 5th-rank Summon Fiend arcane spell to summon a Actor.Nucol. 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, +17 to hit)
Cantrips (4th Level): Caustic Blast, Daze, Detect Magic, Light, Read Aura
1st Level: Fear, Fleet Step, Grease, Mending
2nd Level: Acid Grip, Blur, Environmental Endurance, Laughing Fit, See the Unseen
3rd Level: Fireball, Slow
4th Level: Clairvoyance, Dispelling Globe, Wall of Fire
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.