Demonologist
Defense
AC: 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural)
HP: 112 (10d6+10d6+40)
Fort: +14 Ref: +13 Will: +21
Offense
Speed: 30 ft.
Melee: quarterstaff +9/+4 (1d6–1)
Spell-Like Abilities: (CL 10th; concentration +17) At will—dimensional steps (300 feet/day) 10/day—acid dart (1d6+5 acid)
Spells Prepared: (CL 20th; concentration +27) 9th—dominate monster (DC 28), foresight, quickened hold monster (DC 24), prismatic wall, summon monster IX 8th—maze (2), moment of prescience, summon monster VIII (2) 7th—banishment (DC 24), quickened displacement, mass hold person (DC 26), phase door, plane shift (DC 26), spell turning 6th—acid fog, chain lightning (DC 23), forceful hand, geas/quest, quickened glitterdust, mass suggestion (DC 25) 5th—cloudkill (2, DC 24), contact other plane, sending, teleport (2) 4th—confusion (DC 23), dimensional anchor, fire shield, greater invisibility, stoneskin, summon monster IV 3rd—arcane sight, dispel magic (2), fireball (DC 20), invisibility sphere, protection from energy, stinking cloud (DC 22) 2nd—acid arrow, detect thoughts (DC 19), invisibility (2), scorching ray, see invisibility, web (DC 21) 1st—alarm, charm person (DC 20), disguise self, floating disk, magic missile, protection from evil, unseen servant 0 (at will)—dancing lights, daze (DC 19), detect magic, ray of frost Opposition Schools necromancy, transmutation
Statistics
Str: 8 Dex: 10 Con: 12 Int: 24 Wis: 14 Cha: 17
Base Atk: +10 CMB: +9 CMD: 24
Feats: Augment Summoning, Blind-Fight, Combat Casting, Craft Wondrous Item, Forge Ring, Greater Spell Focus (conjuration, enchantment), Greater Spell Penetration, Improved Initiative, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge [planes]), Spell Focus (conjuration, enchantment), Spell Penetration, Toughness
Skills: Diplomacy +13, Fly +18, Intimidate +23, Knowledge (arcana, dungeoneering, religion) +25, Knowledge (engineering, geography, history, local, nature, nobility) +20, Knowledge (planes) +41, Perception +22, Sense Motive +22, Spellcraft +30 (+40 to identify magic item properties), Stealth +20, Use Magic Device +21
SQ: arcane bond (staff of charming), greater lore, lore +5, secrets (applicable knowledge, lore of true stamina, secret health, secret knowledge of avoidance, secrets of inner strength), summoner’s charm (5 rounds), true lore
Languages: Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan, Infernal, Orc, Undercommon
Combat Gear: potions of cure serious wounds (3), potion of darkvision, scroll of ethereal jaunt, scroll of mage’s lucubration, staff of charming
Other Gear: amulet of natural armor +5, bracers of armor +7, cloak of resistance +5, figurine of wondrous power (ebony fly), portable hole, ring of freedom of movement, ring of protection +5, forked rods, diamond dust (worth 500 gp), 3, 188 gp
Description
Human conjurer 10/loremaster 10
Before Combat: The loremaster casts see invisibility.
During Combat: The loremaster casts greater invisibility. He summons demons, then casts maze, hold monster, and mass suggestion.
Demonologists compel and manipulate their foes, and summon demon minions to do their dirty work.
Source: NPC Codex, p. 227
