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Demonologist CR 19

Source NPC Codex pg. 227
XP 204,800
Human conjurer 10/loremaster 10
CE Medium humanoid (human)
Init +4; Senses see invisibility, Perception +22


AC 27, touch 15, flat-footed 27 (+7 armor, +5 deflection, +5 natural)
hp 112 (10d6+10d6+40)
Fort +14, Ref +13, Will +21


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)
Conjurer 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


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.


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
Languages Abyssal, Aklo, Celestial, Common, Draconic, Elven, Ignan, Infernal, Orc, Undercommon
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
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

Demonologists compel and manipulate their foes, and summon demon minions to do their dirty work.