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There is a Legacy version here.

Demonologist

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

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

DemonologistCreature 7

Medium Human Humanoid 
Source NPC Core pg. 100
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
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).
Items Fiendish Hypotheses and Protections from Same (spellbook), +1 longspear, robes
AC 22; Fort +13, Ref +12, Will +15
HP 100
Speed 25 feet
Melee [one-action] longspear +17 [+12/+7] (magical, reach), Damage 1d8+9 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+9 bludgeoningArcane Prepared Spells DC 25, attack +17; 4th clairvoyance, dispelling globe, wall of fire; 3rd acid grip, fireball, grease, slow; 2nd blur, environmental endurance, laughing fit, see the unseen; 1st fear (×2), fleet step, mending; Cantrips (4th) caustic blast, daze, detect magic, light, read aura
Breach the Outer Rifts [free-action] 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 check each round, ending the spell on a failure.

All Monsters in "Mystic"

NameLevel
Adept-1
Coven Aspirant2
Cult Leader7
Cultist1
Curse Monger14
Demonologist7
Enchanting Ritualist18
Enigmatic Conspiracist4
False Priest4
God Caller10
Harrow Reader-1
Mirror Seer9
Necromancer5
Spirit Binder11

Mystic

Source NPC Core pg. 96
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.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone mother (level 6), gourd leshy witch (level 6), tripkee fiend keeper (level 7)

Sidebar - Additional Lore Guests Beware

Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.

Sidebar - Related Creatures Mystic Protection

Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the bodyguard (level 1), archer sentry (level 2), musketeer (level 3), tournament combatant (level 5), knight (level 7), or hero hunter (level 13).

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from Monster Core are available only to appropriate celestials and fiends within the organizations.

Sidebar - Advice and Rules Sinister Rituals

Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.