Medium Humanoid (Any Race, Wizard), Any Alignment
Armor Class 13 (16 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
17 (+3)
WIS
9 (-1)
CHA
13 (+1)
Saving Throws INT +6, WIS +2, CHA +4
Skills Arcana +6, Religion +6
Damage Resistances Fire
Senses Passive Perception 9
Languages Abyssal, Infernal, and two other languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Demonic Flare. When the Demonologist reduces a creature to 0 hit points with a wizard spell, a ring of magical, demonic fire explodes from it in a 10-foot radius. Each creature in the flare must make a DC 14 Dexterity saving throw, taking Cold or Fire damage (demonologist's choice) damage equal to 5 + the level of the spell on a failed save, or half as much on a success. In addition, the demonologist regains hit points equal to that amount.

Spellcasting. The demonologist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The demonologist has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation

1st level (4 slots): burning hands, detect magic, mage armor, shield

2nd level (3 slots): flaming sphere, suggestion

3rd level (3 slots): counterspell, fireball, magic circle

4th level (3 slots): banishment, fire shield, greater invisibility

5th level (2 slots): wall of force

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

 

Description

Demonologists study and hoard lore about the lower planes, their inhabitants, and the methods of summoning and binding said inhabitants. Good demonologists use their knowledge to understand and foil dark summoners, while the more common evil ones hide away and practice their magic in secrecy to prepare their dark schemes.

Monster Tags: NPC

Habitat: Urban

Panda_wat

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