Demonologist Compressed
Demonologist Compressed
1
may now act of its own accord (control given            a large area, such as Unchecked Growth of
to the GM for the remainder of its summoned             Solori, Fetid Fog of the Rotting Horde,
time limit). Any additional sigils made past            and other such spells. Some more
the second impose disadvantage on the WILL              powerful demons require the summoner
check. If attempting to keep a sigil active             to    be    wearing    or   using   specific
during a rest, one of your WILL checks must             consecrated items in their presence, or else
be devoted to keeping the sigil active, else it         the ignorant and careless Demonologist
is lost as above.                                       will immediately die upon summoning.
                                                        This sigil lasts for 1d3 minutes.
At 1st level, you know a number of sigils
equal to your WILL modifier. Each level             •   Sigil of Sacred Ground: This sigil is drawn
thereafter, you devise one additional sigil, and        in a 10ft circle on the ground and
if desired, may substitute one known sigil for          protects all within as the spell Abjure the
another. You begin an adventure with one                Unnatural. The sigil cannot be moved.
use of this ability per level. Each time you            This is used by many Demonologists to
use this ability, choose one of your known              protect themselves against particularly
sigils to draw. If the effect of a sigil requires       violent summons. This sigil lasts for 1d6
a WILL check, you may access your Reroll                x 10 minutes.
pool. You may regain expended uses by
taking short or long rests. If you are damaged      •   Sigil of Barriers: This sigil is drawn on a
before your turn, you may not draw a sigil              doorway, window, or other sealable object
that round. If you are damaged after you                and acts as the spell None Shall Pass. This
have drawn your sigil, but before the turn on           sigil is permanent until dispelled.
which it activates, you must succeed in a
WILL check to keep the sigil.                       •   Sigil of Shielding: This sigil is drawn on
                                                        the chest of a friendly creature (self
                                                        included). It negates the next successful
                                                        attack against the creature. This sigil lasts
                                                        until an attack is negated or for 1d4
                                                        minutes.
                                                                                                        2
        causing panic in those within 60ft who see        their hand. This bow does 1d8+2 damage
        them (successful Luck (Will) save or the          (exploding on 8’s), has a range of 250ft,
        creature must flee (35%) or be paralyzed          and causes blindness for 1 round on a
        with fear (65%) for 1d3 rounds).                  Natural     19.   The   demonologist   is
                                                          considered proficient with this weapon,
    •   Torment of Alastor: This sigil is drawn in        and it lasts for a number of rounds equal
        a 15ft diameter circle around the intended        to the caster’s WILL mod +1.
        target    and    is   rather  useful   for
        interrogation. Once activated, waves of       Sigils of Summoning
        pain wash over the target, and the
        laughter of the Grand Torturer of Hell        •   Summon Infernal: 1d6 x 10 minutes. The
        floods the room. The target will not die          demonologist starts off knowing how to
        from this, but they will be knocked               summon the demons from the table
        unconscious for 6d10 minutes if the               below. Additional demons may be added
        torment is not interrupted by A Luck              to the table by researching during
        (Will) save to numb the pain. The sigil           downtime and spending 50 gold. The
        lasts for 30 seconds.                             demonologist may spend 1 WILL loss to
                                                          summon a specific demon instead of
    •   Cacophony of Amdusias: This sigil is              rolling on the table (spent before any
        drawn on a conch shell, a horn, or another        WILL     check(s)    triggered  by    the
        device that can feasibly amplify sound.           summoning). The demons are summoned
        When it activates, harsh and discordant           at Max HP + half the demonologist’s level
        sounds fill a 30ft cone in the direction          instead of rolling for HP and do not gain
        that the caster (or item) is pointing. Any        the benefit of Demon immunities.
        creature in this path must succeed on a       1d6               Demons
        Luck (Will) save or they may only take a      1   2 Homunculi (P. 13)
        single move or action for the next 2d4
        turns. Those who are able to plug their       2     2 Seraphims (P. 14)
        ears beforehand (GM might require a Luck      3     1 Cambion (P. 15)
        (Dex) check to do so) make this save at
        advantage. The device then breaks after       4     1 Ornias (P. 16)
        being used.                                   5     1 Satan (P. 17)
3
    by the summoning). The spirits            are    Strong-Willed (1st Level)
    summoned at Max HP + half                 the
    demonologist’s level instead of rolling   for    Demonologists are no stranger to outside
    HP and do not gain the benefit             of    forces attempting to possess, tempt, or trick
    Demon/Incorporial immunities.                    them. You have built up a skepticism and
                                                     mental fortitude when dealing with attacks
There are only a few spirits that appear in          on your mental states. You may access your
this book. The smallest HD of spirit that            Reroll pool when resisting effects such as
appears is 1HD (the 3 with page numbers              madness, fear, charm, etc.
entered into the table below). More will be
added in future volumes of The Infernal
                                                     Blood Sacrifice (2nd Level)
Bestiary, but for the sake of complete tables,
we’ve included 3 more generic spirits to             At 2nd level, you may spend a small amount
complete the table.                                  of HP to make your sigil “stable.” Sacrifice
 1d6                   Spirits                       1d4 HP and the WILL check to keep this sigil
1    2 Haunts*                                       when drawing another is made at advantage.
2    2 Ailments**
                                                     Unique Feature (3rd, 6th, 9th,
3    1 Bogeyman***
4    1 Hinn (P. 19)
                                                     and 12th Level)
5    1 Nar as-samum (P. 20)                          New Skill (4th and 8th Level)
6    1 Qliphoth (P. 21)
                                                     Delayed Casting (5th Level)
* Haunts - AC: 9, HD: 1d4, Luck: 4, Move: 30ft,
Attack: 1x Touch (1d4), Nat19: The target uses       The demonologist may set their sigils with an
their next turn to run as far as possible away       intention. The sigil will not activate until
from the Haunt. Luck(WILL) negates.                  that intention is met, at which time the DDM
                                                     check is made and the sigil either fails or
S:- D:13 C:3 I:- P:15 W:9 Ch:10
                                                     activates (this one being immediate instead of
** Ailments - AC: 10, HD: 1d6, Luck: 4, Move:        at the start of the next turn). Treat this
25ft, Attack: 1x Touch (1d6), Nat19: The target      activation as the sigil being “drawn” at this
loses their next action as they become               moment, requiring WILL checks for any other
violently ill, Luck(CON) save negates.               sigils currently active. Placing a sigil in this
                                                     manner costs the demonologist 1d2 WILL
S:- D:10 C:15 I:- P:10 W:10 Ch:3                     each time, which can be regained during a
                                                     Long Rest as per standard rules.
*** Bogeymen - AC: 11, HD: 1, Luck: 5, Move:
35ft, Attack: 1x Claw (1d6+1), Nat19: Cause
Injuries.
                                                     Master of Sigils (7th Level)
S:12 D:12 C:9 I:4 P:10 W:5 Ch:9                      At 7th level, you have perfected the art of
                                                     sigils, drawing them with a level of accuracy
• Summon         Abomination:        This    sigil   that would drive even the most studious of
summons an aberration from the stretches             calligraphers to jealousy. You may spend one
beyond our mind and space. This book has             Reroll die on a successfully drawn sigil to
no aberrations, so this sigil is currently blank.    “perfect” it. This negates the need for any
There will be many aberrations in a future           further WILL checks to maintain this sigil
volume of The Infernal Bestiary.                     when drawing another and grants the caster
                                                                                                        4
    advantage when rolling for duration or
    damage, or requires saves against it to be        Demonologist Unique Features
    rolled at disadvantage.
                                                      Below are some optional Unique Features for
                              th                      the Demonologist Class, as well as a cross-class
    Secret Society (10             Level)             option for those wishing to dabble in the
                                                      darkest of art.
    At 10th level, the demonologist may start their
    own Secret Society dedicated to the further
    understanding of the powerful beings that         Infernal Sigil (Cross-class)
    they summon. The initiates are of varying
    backgrounds and are loyal to a fault, revering    You gain a limited version of the Summon
    the demonologist’s knowledge of the infernal      Infernal demonologist ability. You are able to
    and beings beyond our understanding.              add up to 2 demons to the table through
                                                      research and are not able to spend WILL to
                                                      choose your summon. You begin an
                                                      adventure with 2 uses of this ability.
                                                      Azazel’s Hunger
                                                      A special sigil of power drawn on an ally.
                                                      This sigil transfers 1d4 DDM points from
                                                      their tally to the demonologist, subsequently
                                                      requiring a DDM check. Should this trigger a
                                                      mishap for the demonologist, they get to roll
                                                      twice on the mishap table and choose their
                                                      outcome as they are embracing the darkness.
5
Shorthand Sigils                                 Evocation Mishaps
You know which shortcuts can be made when
                                                 Sigil magic and summoning is just as perilous
drawing your sigils. To draw a shorthand
                                                 as arcane magic, but its danger is most often
sigil, you must spend one Reroll die. These
                                                 associated with the stability and accuracy of
shorthand sigils activate on the same action
                                                 the sigils used rather than attention from
that they are drawn on. Beings summoned by
                                                 beyond the veil (though such a thing is not
a shorthand sigil can act on that turn. Sigils
                                                 unheard of). Should DDM check fail, roll on
that create weapons (Cimeies’ Bow and Lance
                                                 the below tables, based on which type of sigil
of Eligos) allow the weapons to be used on
                                                 you were drawing at the time.
that same turn, as if “drawn” during an
attack. This may not be used on a sigil which
has been “perfected” by the Master of Sigils
                                                 Sigils of Protection
ability, and vice versa.                         d66     Mishap (Protection)
                                                 11      You are not sure whether the sigil
Johann’s Bargain                                         has worked or failed. The GM rolls
                                                         to see which, telling you if/when it
You may choose to negate the WILL cost of
                                                         comes up. (60% success, 40% fail)
summoning specific demons, aberrations, or
                                                 12      The sigil is weak. Roll for duration
spirits, or the WILL cost of Delayed Casting.
                                                         twice and take the shortest.
Doing this will instead add the same amount
                                                 13      The sigil burns itself into the flesh
of potential WILL loss to your DDM tally.
                                                         of the one it is drawn on. If it is
You start an adventure with 2 uses of this
                                                         drawn on an item, then a copy of
ability.
                                                         the sigil is burned into the caster’s
                                                         forehead. This lasts for 1d8 days and
                                                         may cause problems in areas where
                                                         sigil magic is frowned upon or
                                                         feared.
                                                 14-15   A     nearby    Rabisu    senses   the
                                                         demonologist’s call to the deep. It
                                                         will attempt to stalk and ultimately
                                                         devour the caster and their party.
                                                         The demonologist is allowed a PERC
                                                         check to sense something odd
                                                         shifting in the air.
                                                 16      The sigil erupts in hellfire, causing
                                                         1d6 damage and knocking anyone
                                                         within 5ft back 10ft. Luck (Dex) for
                                                         half damage and no knock-back.
                                                 21      Amaymon takes notice of the call for
                                                         protection and instead poisons the
                                                         one calling. The demonologist must
                                                         make a Luck (Con) save or lose 1
                                                         CON.
                                                 22      The sigil taps into a more powerful
                                                         source than intended. The duration is
                                                         doubled.
                                                                                                  6
    d66     Mishap (Protection)                      d66     Mishap (Protection)
    23      The sigil is depleting the caster’s      41      When the sigil activates, it begins
            energy. They have disadvantage on                weeping blood for 1d8 days. This
            physical checks, including attack                remains long after the sigil’s
            rolls, for the duration of the sigil.            intended effects end.
    24-25   A mark etches itself into the palm       42-43   A smell of rot and decay emanate
            of the demonologist. GM’s call as to             from the sigil. If it is worn or
            what this means. It could be a                   drawn on someone, they suffer
            demon taking notice and marking                  disadvantage on CHA based acts.
            its prey, a sign of the caster’s soul            This disadvantage lasts until the
            being eaten away at, or a multitude              wearer bathes, or 1d12 days,
            of other things.                                 whichever comes first.
    26      The sigil reverses itself, having the    44      The sigil seems to imbue the wearer
            complete opposite effect of what                 with     energy,     granting    them
            was intended. A consecrated item is              advantage on their next roll. If the
            now cursed, an area of protection                sigil is a circle of protection, 1d4
            now deals damage, the sigil of sight             creatures within are granted this
            causes blindness, etc.                           advantage.
    31      The sigil sends the demonologist         45      Lucifuge lends his power to stabilize
            60ft in a random direction (1d8: 1 -             the sigil. It does not need the
            north, 2 - northeast, and so-on). This           normal WILL check if another sigil
            can send them through walls, but                 is drawn during this duration. The
            they may not end up inside a solid               demonologist is also given a vision
            object.                                          of a treasure, which they must find
    32      Gremory seems to be in a playful                 and share with the less fortunate,
            mood. Instead of the intended                    else their soul is forfeit.
            effect, the sigil now increases the      46      Visions of Agaliarept’s true form
            wearer’s CHA by 5 (max 18) for the               flood the demonologist’s mind. Luck
            duration. If the sigil is drawn on an            (Will) or they are frozen with fear
            object not worn by someone, then                 for 1d4 rounds.
            1d4 creatures within 10ft have           51      The sigil draws on the wearer’s
            advantage on their next CHA check.               strength to keep itself active. Every
    33      The sigil seems extra potent. Should             round (or minute if out of combat)
            the wearer die when the sigil is                 that this sigil is active, the wearer
            active, they have advantage on their             must succeed in a CON check or
            first CON check to see if they are               lose their next action. If the sigil is
            All Dead. This does not carry over               drawn on an unworn object, the
            to any Rerolls. If the sigil is not              demonologist is the one who must
            worn, then the spell is just cast as             pay with their strength.
            normal.                                  52-53   An eye forms where the sigil was
    34-35   Any demons who happen to be in                   drawn. The demonologist can see
            the area now know the location of                from this eye for the duration of
            the demonologist for the duration                the original sigil.
            of this sigil.                           54      The demonologist gains a minor
    36      Crocell’s leeches (1d4) crawl forth              madness trait (or increases the
            from the sigil, attempting to latch              severity of a current one) as they
            onto the nearest living thing.                   have seen Samael himself.
7
d66     Mishap (Protection)                       Sigils of Power
55      This sigil activates when it is half
                                                  d66     Mishap (Power)
        completed.      Its     effects    will
        immediately take place, instead of        11      The demon from which the caster is
        at the start of the next round, but               drawing this power from attempts
        it will only be half as effective (half           to possess them. WILL check to
        duration, shielding only negates half             avoid being possessed for 1d4
        damage, etc.)                                     rounds, attempting to attack any
                                                          nearby creatures.
56      The sigil activates, but there is a
        strange side effect - something in its    12      The sigil is weak. Roll for duration
        drafting has caused it to transfer                twice and take the shortest.
        energies. As long as this sigil is        13      The caster sees visions of the demon
        active, the wearer’s attacks deal the             from which they are drawing
        same amount of damage to them as                  power. WILL check to avoid
        their opponents.                                  gaining a minor madness trait or
61      Belphegor decides to step in for his              increasing a current madness trait.
        own amusement. The wearer (or             14-15   The sigil breaks down, leaking
        caster if sigil is not worn) suffers              magical darkness into the area. A
        half     movement        speed     and            circle, centered on the sigil and with
        disadvantage on DEX related checks                a radius of 30ft, drowns all within
        for 1d6 hours.                                    its area in pitch black.
62      The infernal energy is too much to        16      The sigil erupts in hellfire, causing
        be contained in a sigil, causing the              1d6 damage and knocking anyone
        demonologist to sprout horns and                  within 5ft back 10ft. Luck (Dex) for
        claws. They have access to Claw                   half damage and no knock-back.
        attacks (1d6 damage) and do 1d10          21      Alastor becomes greedy. If the sigil
        damage on a charge using their                    cast is not Torment of Alastor, then
        horns, but they cannot draw sigils.               the demonologist is wracked with
        These last for 1d4 days, or until                 pain. WILL check or lose their next
        removed by magical means.                         turn. Otherwise it completes as
63      The sigil has its intended effect, but            intended.
        the demonologist now has a craving        22      The sigil draws more power than
        for human flesh. This will abate in               intended. The duration is doubled.
        1d4 weeks, unless they give into the      23      The demonologist’s soul leaves their
        temptation.                                       body to deal with the demon they
64-65   All who see the sigil must make a                 are asking for power from. CHA
        Luck (Will) save or gain one minor                check as they make a bargain. A
        madness trait.                                    great success means the sigil is
66      A stray stroke turns this sigil into a            stable with no WILL cost. A success
        gateway to the underworld. There                  means the sigil activates as intended.
        is a 10% chance a Demon President                 A failure drains the caster of 1
        comes through, a 30% chance a                     WILL. A terrible failure drains the
        Lesser Demon comes through, and a                 caster of 1d4 WILL.
        60% chance that no demons notice.         24-25   The caster is filled with blood lust.
        Discordant whispers fill the air for              WILL check each round for the
        the duration, making stealth nearly               duration of the sigil or the caster
        impossible.                                       must attack the nearest creature.
                                                                                                   8
    d66     Mishap (Power)                           d66     Mishap (Power)
    26      The sigil fails to completely contain    44      The sigil draws more power than
            the      demon’s       energy.    The            intended.     It    becomes     doubly
            demonologist’s eyes turn pitch black             effective,     increasing     duration,
            for 1d8 days.                                    damage,      range,     or    granting
    31      The demon from whom the power                    disadvantage on the required Luck
            is    drawn      requires   additional           check, depending on the sigil’s
            compensation. The demonologist                   initial intended effect (GM’s decision
            must fulfill their part of a bargain             if more than one of these is
            (see Faustian Bargain under the                  possible).
            demon’s stat block) before they can      45      The sigil draws too much from the
            use this sigil again.                            demonologist,       rendering    them
    32      All creatures within 10ft of the sigil           unconscious (though HP remains the
            grow bloodstained fangs. They gain               same) until an action is taken to
            a bite attack (1d6 damage, Nat19                 shake them awake.
            cause    injury)   but    may    draw    46      The sigil fails to completely contain
            unwanted attention from others.                  the demon’s energy. Roll for shifting
            These last for 1d4 weeks.                        weather (Deluxe, p. 130).
    33      Should a creature die from the use
                                                     51      The sigil activates immediately, but
            of or while under the effect of this
                                                             is only half as effective. Halve the
            sigil, there is a 40% chance that a
                                                             duration, damage, range, or grant
            Demon President will take over the
                                                             advantage to the required Luck
            corpse. GM’s call as to which one.
                                                             check, depending on the sigil’s
    34-35   The demonologist’s body emanates                 initial intended effect (GM’s decision
            infernal energy, rotting any food or             if more than one of these is
            vegetation they touch for 1d6 days.              possible.
            They suffer a -1 penalty on checks       52-53   The sigil activates, but there is a
            for each day they go without food.               strange side effect - something in its
            Should they attempt to eat the                   drafting has caused it to transfer
            rotten food, they must succeed in a              energies. As long as this sigil is
            CON check or succumb to Black                    active, the wearer’s attacks deal the
            Retch (Deluxe, p. 124).                          same amount of damage to them as
    36      The sigil fails to completely contain            their opponents.
            the demon’s energy, causing the          54      The demon from whom the power
            demonologist’s skin to molt. This                is being drawn attempts to use the
            shedding of skin lasts for 1d4 days              sigil as a gateway. There is a 50%
            and causes disadvantage on CHA                   chance that an Aspect of the demon
            based checks unless covered up.                  appears. Halve their HD and
    41      The icy winds of the 9th circle burst            damage, and the Aspect disappears
            forth from the sigil, knocking all               when defeated.
            within 10ft back 15ft. Luck(DEX)         55      The sigil becomes stable, negating
            save to avoid falling prone.                     the need for a WILL check to keep
    42-43   The energy leaking from the sigil                it active when drawing another.
            draws the attention of Lesser            56      The sigil uses the caster’s strength to
            Demons within 1d4 miles (if                      stay active. Every round requires a
            appropriate). They will attempt to               successful CON check or the caster
            find and kill the caster.                        loses their turn.
9
d66     Mishap (Power)                            d66     Mishap (Summoning)
61      The demonologist’s eyes are open to       11      The being resists the will of the
        forbidden knowledge. Succeed in a                 demonologist. It is no longer under
        Luck (Will) check or lose your next               their control. The caster must make
        turn as you babble incoherently. The              a WILL check to avoid being
        GM (should they choose) may work                  possessed by the being for the
        with the player to give them a                    duration of the summoning. Any
        piece of strange information about                attempt to harm the caster’s body,
        the world.                                        other than direct combat with
62      This sigil has the intended effect,               another creature, allows the caster
        but all sigils drafted prior (if any)             to make a WILL check to reclaim
        immediately end or control over                   their body.
        any summoned beings is lost.              12      The being resists the will of the
63      Azazel feeds off of the discharged                demonologist, but does not seek to
        infernal energy. The sigil does not               possess their body. Control of the
        activate, but nothing else happens.               being is given to the GM.
64-65   Black ooze seeps from the sigil,          13      The sigil is weak, lasting only half
        which is seared into the caster’s flesh           of the rolled duration.
        for 1d12 days. It bleeds through          14-15   The caster takes on a trait of the
        clothes and armor alike. Animals                  summoned being for 1d8 hours.
        become fearful of the demonologist
                                                  16      The sigil is slightly more stable,
        and people keep their distance.
                                                          lasting twice as long as the rolled
        Some particularly paranoid people
                                                          duration.
        will attack on sight, as if they were
                                                  21      The being struggles against its
        a wounded animal backed into a
                                                          bonds.    Opposed       WILL    check
        corner.
                                                          between the being and the caster.
66      A stray stroke turns this sigil into a
                                                          Should the caster fail, the being will
        gateway to the underworld. There
                                                          immediately try to attack them.
        is a 10% chance a Demon President
                                                          They will only stop once the
        comes through, a 30% chance a
                                                          duration is up or one of them is
        Lesser Demon comes through, and a
                                                          dead.
        60% chance that no demons notice.
                                                  22      The summoned being and the
        Discordant whispers fill the air for
                                                          demonologist share a strange bond.
        the duration, making stealth nearly
                                                          Any damage done to one is also
        impossible.
                                                          done to the other.
Sigils of Summoning                               23      The summoned being agrees to its
                                                          summons, but only after striking a
One might notice that the following table is              bargain (see Faustian Bargain under
slightly different than the past two. When                the demon’s stat block). The caster
summoning a creature, the demonologist is                 has 1d4 days to satisfy their end of
not just borrowing the power of a demon,                  the bargain or else the being will
but instead trying to bend the being to their             come for the caster’s soul when the
will. The majority of the following effects               GM sees fit.
deal not only with the strength of the sigil,     24-25   The sigil is imperfect. The being is
but also with the clashing of the wills. This             summoned, but without skin. They
makes failure more dangerous, but success all             suffer 1d4 bleeding damage per turn
the more powerful.                                        until dead.
                                                                                                   10
     d66     Mishap (Summoning)                         d66     Mishap (Summoning)
     26      If the caster has attempted to             45      The caster must make an opposed
             summon a specific being by                         WILL check with the summoned
             spending 1 WILL, the wrong being                   being. Should the caster fail, the
             is    summoned.       Roll   on      the           being immediately breaks free and
             summoning table and still take the                 attempts to run to the nearest
             WILL loss.                                         populated area to cause chaos.
     31      The sigil is nearly perfect. The           46      The sigil stabilizes, but at a cost.
             summoned         being     gains      an           The being only has half HP. This
             additional rolled HD..                             will negate WILL checks for this
     32      An additional being of the same                    sigil should another sigil be drawn.
             type is summoned and is under the          51      The caster and the summoned being
             control of the demonologist.                       share a strange bond. Should the
     33      In    addition    to   the    intended             being go down in combat, the
             summon,       an     unwanted      (and            caster will go unconscious (but
             unbound) being makes its way                       remain at the same HP). They will
             through the sigil. The GM rolls 1d8                remain that way until an action is
             for the HD of the Lesser Demon                     taken to shake them awake.
             and then chooses one from that HD          52      A Plague of Locusts of Abaddon is
             pool.                                              summoned instead of the intended
     34-35   The being resists the will of the                  being. They are not bound and will
             demonologist, but does not seek to                 attempt to destroy any creatures
             possess their body. Control of the                 within their reach.
             being is given to the GM.                  53-54   Two beings from the table are
     36      The sigil does not summon the                      summoned, but they spend their
             being, but instead summons one of                  first turn trying to absorb each
             the caster’s allies to their side. The             other. 50% chance as to which one
             ally must succeed in a Luck(CON)                   wins, and the winner gains the
             save to avoid retching violently,                  other being’s HP.
             losing their next turn.                    55      The being resists the will of the
     41      The being struggles against its                    demonologist. It is no longer under
             bonds.     Opposed      WILL     check             their control. The caster must make
             between the being and the caster.                  a WILL check to avoid being
             Should the caster fail, the being will             possessed by the being for the
             immediately try to attack them.                    duration of the summoning. Any
             They will only stop once the                       attempt to harm the caster’s body,
             duration is up or one of them is                   other than direct combat with
             dead.                                              another creature, allows the caster
     42-43   The demonologist can now see                       to make a WILL check to reclaim
             through the eyes of the summoned                   their body.
             creature.                                  56      Horrid screams come through the
     44      The discordant whispers of the                     portal with the summoned being.
             summoned being fill the caster’s                   All creatures (except the one
             mind. The must make a successful                   summoned) must succeed in a Luck
             Luck (Will) save or they gain a                    (Will) save or lose their next turn.
             minor madness trait, or increase the               Should the caster fail, the being may
             severity of an existing trait.                     attempt to break free.
11
d66     Mishap (Summoning)
61      Two beings from the table are
        summoned (roll twice), but they
        seek to kill each other. They will
        spend their turns attacking each
        other instead of the demonologist’s
        enemies until the caster rolls a great
        success on a WILL check to bring
        them both under control. Once this
        happens, the demonologist will
        control both beings as normal.
62      All light sources within the area are
        extinguished as the summoning
        activates.
63      The demonologist is locked in a
        battle of wills. They are essentially
        paralyzed, stuck standing with their
        eyes rolled back into their head for
        the duration of the sigil. They may
        still control their summoned being,
        but if they should want to move or
        take and action themselves, they
        must relinquish control (control of
        the summoned being is then given
        to the GM).
64-65   The demonologist begins sweating
        blood for 1d12 days. A truly
        gruesome sight for anyone to
        behold.
66      A stray stroke turns this sigil into
        an unguarded gateway to the
        underworld,       rather   than   the
        temporary pass it was intended to
        be. There is a 15% chance a Demon
        President comes through, a 30%
        chance a Lesser Demon comes
        through, and a 55% chance that the
        correct being is summoned. If a
        Demon President or an unwanted
        Lesser Demon passes through the
        portal, they are not bound by the
        demonologist. Discordant whispers
        fill the air for the duration, making
        stealth nearly impossible.
                                                 12
                                        Homunculus
                                        Mammon's Servant, Lesser Demon
                                         No. Appearing: 5d4
                                         HD: 1d6         AC: 8        Luck: 3
                                         S:8 D:10 C:8 I:5 P:7 W:3 Ch:7
     Attacks: 1x Swat, Scrape, or Peck (1d4)             that vessel with the same animal’s bodily
     Nat19: The Homunculus latches onto the              fluids. This vessel must then be placed at the
     target’s back, imposing disadvantage on             center of a model of a celestial sphere as heat
     attack rolls against it. If an ally of the target   is applied to it.
     tries to attack the latched Homunculus, there
     is a 50% chance they will hit their ally            Summoning         Ritual:     Homunculi    are
     instead.                                            summoned       through     the  Demonologist’s
     Move: 30ft                                          summoning sigil. They may also be created
                                                         by a very knowledgable summoner, alchemist,
     Homunculi are not technically demons. They          or artificer. Otherwise, they roam freely.
     are actually alchemical creations that take the
     shape of a vaguely humanoid creature, though
     rather small and with various unnatural
     appendages such as beaks, claws, wings, etc.
     They exist purely to help their master with
     small tasks.
13
                                  Seraphim
                                  Fiery Serpents, Lesser Demon
                                  No. Appearing: 3d6
                                  HD: 1d6         AC: 11         Luck: 4
                                  S:10 D:16 C:12 I:3 P:12 W:10 Ch:4
Attacks: 1x Bite (1d3 + venom)                    Faustian Bargain: Deals may not be made
Nat19: The target’s clothes catch fire, causing   with Seraphim. They are beings of pure
1d4 damage at the beginning of their turn         instinct, only used as tools.
until they take an action to put out the fire.
Move: 50ft flying                                 Research, Success: Seraphim that are found
                                                  wandering about are often confused for False
Some may think of angels when they hear the       Boas, a sort of mildly venomous snake found
term Seraphim, but these fiery serpents           in tropical rainforest climates. Once they have
                                                  shown their leathery wings, it’s often too late
crawled the earth long before the creation of
                                                  for the poor soul to turn and run.
celestial beings, often used as tools and
punishment by cosmic forces that came after.      Research, Great Success: Samael, the Poison of
These snakes are of a deep red color, with        God, sometimes takes the shape of a Seraphim
leathery wings and sharp fangs. They are hot      in order to mock the legion of Angels that
to the touch and their venom is fiery lava        unwittingly took the name of one of the
which causes 1d8 damage (Luck (Con) to            oldest demonic creatures (a legion that he was
resist).                                          once a part of). Seraphim cannot speak, so if
                                                  one does speak to you, know that it is truly
                                                  the Angel of Death in disguise.
                                                                                                    14
                                      Cambion
                                      Lesser Demon
                                      No. Appearing: 1d4 or 3d8
                                      HD: 1           AC: 11       Luck: 4
                                      S:6 D:15 C:13 I:4 P:10 W:12 Ch:3
15
                                  Ornias
                                  The Pesky Ones, Lesser Demon
                                   No. Appearing: 3d6
                                   HD: 1           AC: 13      Luck: 5
                                   S:4 D:14 C:6 I:10 P:12 W:13 Ch:15
                                                                                                      16
                                     Satan
                                     Lesser Demon
                                      No. Appearing: 3d6
                                      HD: 1          AC: 10      Luck: 6
                                      S:13 D:14 C:15 I:12 P:10 W:6 Ch:4
     Attacks: 1x Barbed Pitchfork (1d6)               seem to only hover rather than fly. They are
     Nat19: The target is skewered, reducing their    forces of chaos and evil, and will often
     speed to 0ft. They will take 2d4 burning         attempt to deceive their summoner by giving
     damage each round until they use an action       them bad answers to questions asked of them.
     to free themselves (Str check).
     Move: 30ft                                       Faustian Bargain: Satans seek only to steal,
                                                      kill, and destroy. They require the destruction
                                                      of a religious monument. They can offer one
                                                      violent favor in return.
17
                                  Shedim
                                  Children of Lilith, Lesser Demon
                                   No. Appearing: 2d12
                                   HD: 1           AC: 11      Luck: 4
                                   S:6 D:14 C:13 I:4 P:16 W:10 Ch:5
Attacks: 2x Talon (1d4) or Weapon                   one who is being afflicted. This sort of magic
Nat19: The target is afflicted with a disease       still does take time, requiring the Shedim to
(1d4; 1-2: Pinkscab Palsy (Deluxe p. 123), 3:       perform a ritual taking 1d4 hours. The victim
Lemon Rot (Deluxe p. 123), 4: Black Retch           must remain within 150ft for the entire
(Deluxe p.124). Luck (Con) save resists.            duration of the ritual.
Move: 35ft and can fly
                                                    Summoning Ritual: Shedim are summoned
Shedim are born from Lilith laying with a           through the Demonologist’s summoning sigil.
mortal man. These creatures have the                One may also summon a Shedim with a ritual
appearance of mostly man, but their feet are        where they proclaim their intention to wage
those of a rooster. They cause sickness and         war against a god and offer the femurs of a
                                                    fresh corpse. Otherwise, they roam freely,
misfortune, and can be seen flying around
                                                    most often around graveyards.
graves at night. There are many rumors about
the Shedim - that they are invisible, that they
will appear if one whistles, that closing the
windows of a house completely will trap the
Shedim within. Some will masquerade as a
human, with the only tell being that they will
not remove their shoes as doing so will reveal
their clawed feet.
                                                                                                     18
                                     Hinn
                                     Lesser Demon
                                      No. Appearing: 2d8
                                      HD: 1          AC: 10      Luck: 3
                                      S:15 D:14 C:10 I:4 P:17 W:12 Ch:6
     Attacks: 1x Bite (1d6 + Disease)                 Faustian Bargain: Hinn deal in flesh. Give
     Nat19: All Hinn in the area go into a frenzy,    them the body of a fresh kill and they will
     able to immediately move up to half their        track one creature, so long as they are within
     speed and take a free attack.                    a 6 mile radius.
     Move: 50ft
                                                      Research, Success: Hinn are terrifying trackers,
     Hinn are a strange lesser being that take on     able to sniff out their prey easily as long as
     a shape that is somewhat humanoid and            it is within a 6 mile radius.
     somewhat dog-like. They walk on all fours
     and have gruesome teeth that carry Foam          Research, Great Success: Hinn do not get
                                                      along with Hell Hounds, as they are very
     Fever (Deluxe p. 123). If a target is bitten,
                                                      territorial. Adventurers will almost never face
     they must make a Luck (Con) save or be
                                                      one when facing the other. If one finds
     infected by the disease.
                                                      themselves facing both a Hinn and a Hell
                                                      Hound, they should run as it means a more
     In some areas, notably desert climates, Hinn     powerful demon is controlling them both..
     are more present and take an appearance
     much more like a wild dog. It is custom in       Summoning Ritual: Hinns are summoned
     these areas, if approached by a wild dog, to     through the Demonologist’s summoning sigil.
     throw food to them and chase them away,          Otherwise, they roam freely.
     for they could be an evil spirit.
19
                                   Nar      as-samum
                                   Lesser Demon
                                    No. Appearing: 4d6
                                    HD: 1+3         AC: 12       Luck: 4
                                    S:- D:- C:- I:13 P:10 W:18 Ch:-
                                                                                                    20
                                   Qliphoth
                                   Lesser Demon
                                    No. Appearing: 3d12
                                    HD: 1           AC: 11     Luck: 4
                                    S:4 D:6 C:10 I:6 P:15 W:14 Ch:7
Attacks: 1x Curse (15ft range, 1d6)                  Faustian Bargain: Qliphoth only exist to
Nat19: The Curse causes a Minor Madness, or          protect holy places and items. Deals cannot
increases the severity of a Madness already          be made.
present. Luck (Will) save to resist.
Move: 30ft in any direction.                         Research, Success: Qliphoth are believed to
                                                     have originally been created by a higher
The Qliphoth are the representations of evil         power to protect things it saw as holy.
and impure spirits. They gather around places
or items of holy significance to create a “shell”    Research, Great Success: The more “holy” the
that acts as an obstacle for those seeking said      item being protected is, the more Qliphoth
                                                     gravitate towards it. 3 Qliphoth might
place or item. Their appearance is a strange
                                                     surround a lost consecrated item, whereas
one, each Qliphoth suggesting a ring of flesh.
                                                     upwards of 30 might be surrounding a First
There are Qliphoth that can reach up to 5HD
                                                     Class Relic.
who cause madness to those who first see
them (Luck (Will) negates) and whose curse
                                                     Summoning Ritual: Hinns are summoned
immediately triggers a DDM effect on a
                                                     through the Demonologist’s summoning sigil.
successful attack.
                                                     Otherwise, they gravitate towards holy items
                                                     and relics..
Legal Bits
Fonts: Aquifer (available under Public Domain) and Killigrew (offered 100% free by Paul Lloyd).
Images: Most images were drawn by Louis Breton for Dictionnaire Infernal by Collin de Plancy
(1863); they are available under Public Domain. Some images are provided by Heritage Type
Co. under their Free Downloads, which are 100% free to use.
This Class and related 9 Demons are compatible with the Low Fantasy Gaming system by
Stephen J. Grodzicki and Pickpocket Press. This Class and related 9 Demons are currently free
to use by anyone - I won’t be looking into licensing until I have completed the “Infernal
Bestiary” for which this is a part of. Until then, consider this a “fan-work” or home brew.
Devin A Beech