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Orcish DemonologistCreature 7


UncommonMediumChaoticEvilHumanoidOrc
Source Pathfinder Society Scenario #5-06: Ukuja, the First Wall
Perception +15
Languages Chthonian, Common, Orcish
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 One Action +17 (+12, +7) to hit (magical, reach) 1d8+9 Piercing

Breach the Abyss Free Action

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


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

Roll 1d20 to determine the type:

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 26, +18 to hit)

Cantrips (4th Level): Acid Splash, Daze, Detect Magic, Light, Read Aura
1st Level: Fear, Fleet Step, Mending
2nd Level: Acid Arrow, Blur, Hideous Laughter, See Invisibility
3rd Level: Fireball, Glyph of Warding, Lightning Bolt, Slow, Stinking Cloud
4th Level: Clairvoyance, Resilient Sphere


Demonologists can pull a creature from the Abyss and bend it to their will... for a time.


Those initiated into the hidden truths and forbidden secrets of the world are forever transformed-or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Orc

A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.