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- {
- "ac": 22,
- "alignment": "CE",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 0,
- "constitution": 2,
- "creature_ability": [
- "Abyssal Temptation",
- "Breach the Abyss",
- "Demon Summoning"
- ],
- "creature_family": "Mystics",
- "creature_family_markdown": "[Mystics](/MonsterFamilies.aspx?ID=191)",
- "dexterity": 1,
- "exclude_from_search": false,
- "fortitude_save": 13,
- "hp": 100,
- "hp_raw": "100",
- "id": "creature-931",
- "image": [
- "/Images/NPCs/Necromancer_Demonologist.png"
- ],
- "intelligence": 4,
- "language": [
- "Abyssal",
- "Common"
- ],
- "language_markdown": "[Abyssal](/Languages.aspx?ID=12), [Common](/Languages.aspx?ID=1)",
- "level": 7,
- "markdown": "<title level=\"1\" pfs=\"Limited\">[Demonologist](/NPCs.aspx?ID=931)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nDemonologists can pull a creature from the [Abyss](/Planes.aspx?ID=13) and bend it to their will... for a time.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 23\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 21\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 18\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/NPCs/Necromancer_Demonologist.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 7\">[Demonologist](/NPCs.aspx?ID=931)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Human\" url=\"/Traits.aspx?ID=90\" />\r\n<trait label=\"Humanoid\" url=\"/Traits.aspx?ID=91\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 231</row>\n\n**Perception** +15\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12), [Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Academia Lore](/Skills.aspx?ID=8) +14, [Arcana](/Skills.aspx?ID=2) +16, [Demon Lore](/Skills.aspx?ID=8) +18, [Diplomacy](/Skills.aspx?ID=6) +11, [Religion](/Skills.aspx?ID=13) +15\r\n\r\n<row gap=\"medium\">\r\n**Str** +3\r\n\r\n**Dex** +1\r\n\r\n**Con** +2\r\n\r\n**Int** +4\r\n\r\n**Wis** +4\r\n\r\n**Cha** +0\r\n</row>\r\n\r\n**Abyssal Temptation** ([divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) Demonic study has garnered the attention of at least one [demon](/MonsterFamilies.aspx?ID=28) 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).\r\n\r\n**Items**\r\n[_+1 longspear_](/Weapons.aspx?ID=6), scholarly robes, [Material Component Pouch](/Equipment.aspx?ID=33), [spell book](/Equipment.aspx?ID=53) (_Fiendish Hypotheses and Protections from Same_)\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 22 \r\n\r\n**Fort** +13 \r\n\r\n**Ref** +12 \r\n\r\n**Will** +15 \n\n</row>\r\n\r\n**HP** 100\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\n_longspear_ +17 ([Magical](/Traits.aspx?ID=103), [Reach](/Traits.aspx?ID=192)),\r\n**Damage** 1d8+9 piercing\r\n\r\n**Arcane Prepared Spells** DC 26, attack +18\r\n- **Cantrips (4th)**\r\n[Acid Splash](/Spells.aspx?ID=3), [Daze](/Spells.aspx?ID=61), [Detect Magic](/Spells.aspx?ID=66), [Light](/Spells.aspx?ID=171), [Read Aura](/Spells.aspx?ID=246)\r\n- **1st**\r\n[Fear](/Spells.aspx?ID=110) (x2), [Fleet Step](/Spells.aspx?ID=122), [Mending](/Spells.aspx?ID=189)\r\n- **2nd**\r\n[Acid Arrow](/Spells.aspx?ID=2), [Blur](/Spells.aspx?ID=28), [Hideous Laughter](/Spells.aspx?ID=150), [See Invisibility](/Spells.aspx?ID=271)\r\n- **3rd**\r\n[Fireball](/Spells.aspx?ID=119), [Glyph of Warding](/Spells.aspx?ID=138), [Slow](/Spells.aspx?ID=289), [Stinking Cloud](/Spells.aspx?ID=309)\r\n- **4th**\r\n[Clairvoyance](/Spells.aspx?ID=40), [Lightning Bolt](/Spells.aspx?ID=172), [Resilient Sphere](/Spells.aspx?ID=255)\r\n\r\n**Breach the Abyss** <actions string=\"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.\r\n\r\n**Demon Summoning** The demonologist can cast a 5th-level [_summon fiend_](/Spells.aspx?ID=323) 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.\r\n\r\n</column>\n\n<document level=\"2\" id=\"creature-family-191\" />",
- "name": "Demonologist",
- "npc": true,
- "perception": 15,
- "pfs": "Limited",
- "rarity": "common",
- "reflex_save": 12,
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Human\" url=\"/Traits.aspx?ID=90\" />\r\n<trait label=\"Humanoid\" url=\"/Traits.aspx?ID=91\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 231</row>\r\n\r\n**Creature Family** [Mystics](/MonsterFamilies.aspx?ID=191)\r\n\r\n<row gap=\"medium\">\r\n**HP** 100\r\n\r\n**AC** 22\r\n\r\n**Fort** +13\r\n\r\n**Ref** +12\r\n\r\n**Will** +15\r\n\r\n**Perception** +15\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDemonologists can pull a creature from the Abyss and bend it to their will... for a time.\r\n</summary>",
- "size": [
- "Medium"
- ],
- "skill": [
- "Academia Lore +14",
- "Arcana +16",
- "Demon Lore +18",
- "Diplomacy +11",
- "Religion +15"
- ],
- "skill_markdown": "[Academia Lore](/Skills.aspx?ID=8) +14, [Arcana](/Skills.aspx?ID=2) +16, [Demon Lore](/Skills.aspx?ID=8) +18, [Diplomacy](/Skills.aspx?ID=6) +11, [Religion](/Skills.aspx?ID=13) +15",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 231"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 231</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet",
- "speed_raw": "25 feet",
- "spell": [
- "Clairvoyance",
- "Lightning Bolt",
- "Resilient Sphere",
- "Fireball",
- "Glyph of Warding",
- "Slow",
- "Stinking Cloud",
- "Acid Arrow",
- "Blur",
- "Hideous Laughter",
- "See Invisibility",
- "Fear",
- "Fleet Step",
- "Mending",
- "Acid Splash",
- "Daze",
- "Detect Magic",
- "Light",
- "Read Aura"
- ],
- "spell_markdown": "[Acid Arrow](/Spells.aspx?ID=2), [Acid Splash](/Spells.aspx?ID=3), [Blur](/Spells.aspx?ID=28), [Clairvoyance](/Spells.aspx?ID=40), [Daze](/Spells.aspx?ID=61), [Detect Magic](/Spells.aspx?ID=66), [Fear](/Spells.aspx?ID=110), [Fireball](/Spells.aspx?ID=119), [Fleet Step](/Spells.aspx?ID=122), [Glyph of Warding](/Spells.aspx?ID=138), [Hideous Laughter](/Spells.aspx?ID=150), [Light](/Spells.aspx?ID=171), [Lightning Bolt](/Spells.aspx?ID=172), [Mending](/Spells.aspx?ID=189), [Read Aura](/Spells.aspx?ID=246), [Resilient Sphere](/Spells.aspx?ID=255), [See Invisibility](/Spells.aspx?ID=271), [Slow](/Spells.aspx?ID=289), [Stinking Cloud](/Spells.aspx?ID=309)",
- "strength": 3,
- "strongest_save": [
- "will"
- ],
- "summary": "Demonologists can pull a creature from the Abyss and bend it to their will... for a time.",
- "summary_markdown": "Demonologists can pull a creature from the Abyss and bend it to their will... for a time.",
- "text": " Demonologist 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 Demonologist Source Gamemastery Guide pg. 231 Perception +15 Languages Abyssal, Common Skills Academia Lore +14, Arcana +16, Demon Lore +18, Diplomacy +11, 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 +1 longspear , scholarly robes, Material Component Pouch, spell book ( Fiendish Hypotheses and Protections from Same ) --- AC 22 Fort +13 Ref +12 Will +15 HP 100 --- Speed 25 feet Melee Single Action longspear +17 (Magical, Reach), Damage 1d8+9 piercing Arcane Prepared Spells DC 26, attack +18 - Cantrips (4th) Acid Splash, Daze, Detect Magic, Light, Read Aura - 1st Fear (x2), Fleet Step, Mending - 2nd Acid Arrow, Blur, Hideous Laughter, See Invisibility - 3rd Fireball, Glyph of Warding, Slow, Stinking Cloud - 4th Clairvoyance, Lightning Bolt, Resilient Sphere 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. ",
- "trait": [
- "Human",
- "Humanoid",
- "CE",
- "Medium"
- ],
- "trait_markdown": "[Human](/Traits.aspx?ID=90), [Humanoid](/Traits.aspx?ID=91)",
- "trait_raw": [
- "Human",
- "Humanoid"
- ],
- "type": "Creature",
- "url": "/NPCs.aspx?ID=931",
- "weakest_save": [
- "ref",
- "reflex"
- ],
- "weakness": {},
- "will_save": 15,
- "wisdom": 4
- }
|