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PFS LimitedDemonologist

Demonologists can pull a creature from the Abyss 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

Legacy Content

CE Medium Human Humanoid 
Source Gamemastery Guide pg. 231
Perception +15
Languages Abyssal, 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
Abyssal Temptation (divine, enchantment, mental) Demonic study has garnered the attention of at least one demon that 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 (permanently on a critical failure).
Items spell book (Fiendish Hypotheses and Protections from Same), +1 longspear, material component pouch, scholarly 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 piercingArcane Prepared Spells DC 26, attack +18; 4th clairvoyance, lightning bolt, resilient sphere; 3rd fireball, glyph of warding, slow, stinking cloud; 2nd acid arrow, blur, hideous laughter, see invisibility; 1st fear (x2), fleet step, mending; Cantrips (4th) acid splash, daze, detect magic, light, read aura
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: 1-7 acid, 8-9 cold, 10-11 electricity, 12-18 fire, 19-20 negative.Demon Summoning The demonologist can cast a 5th-level summon fiend arcane spell to summon a demon. To do so, they must sacrifice two 4th-level 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 "Mystics"

NameLevel
Adept-1
Cult Leader7
Cultist1
Demonologist7
False Priest4
Harrow Reader-1
Necromancer5

Mystics

Source Gamemastery Guide pg. 228
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.

Sidebar - Advice and Rules Dark Rituals

Most rituals have a simple gp cost and skills. But what if a desperate NPC is willing to offer something darker, 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.

Sidebar - Additional Lore Forms Of Fortune-Telling

Anthomancy: Flowers.
Astrology: The cosmic caravan.
Demonomancy: Asking demons.
Harrowing: Harrow card readings.
Haruspicy: Entrails.
Ichthyomancy: The next fish caught.
Mazomancy: A nursing babe.
Oneiromancy: Dreams.
Tyromancy: Coagulation of cheese.

Sidebar - Additional Lore Mystic Cadres

Golarion has several mystic groups. The Church of Razmir offers a plan of 31 steps to divinity. The Esoteric Order of the Palatine Eye seeks celestial truths said to be granted by an ancient angel. Knights of the Aeon Star search for secret lore. Followers of Rivethun, dwarven animism, reach out to spirits to gain knowledge and earn favors.

Sidebar - Advice and Rules Mystic Rituals

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