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Demonologist Compressed

This document provides information on the Demonologist class for a low fantasy tabletop roleplaying game. Demonologists can summon and control demons and infernal beings through the use of sigils, which require a strong Willpower to create and maintain. Sigils are categorized as those of Protection, Power, or Summoning. Protection sigils like Consecration and Sacred Ground shield the caster and allies. Power sigils temporarily borrow a demon's abilities without summoning them. Summoning sigils can be used to bring demons into the world for a limited time under the caster's control through acts of will. The class relies on Willpower as its key attribute and ability.

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0% found this document useful (0 votes)
543 views23 pages

Demonologist Compressed

This document provides information on the Demonologist class for a low fantasy tabletop roleplaying game. Demonologists can summon and control demons and infernal beings through the use of sigils, which require a strong Willpower to create and maintain. Sigils are categorized as those of Protection, Power, or Summoning. Protection sigils like Consecration and Sacred Ground shield the caster and allies. Power sigils temporarily borrow a demon's abilities without summoning them. Summoning sigils can be used to bring demons into the world for a limited time under the caster's control through acts of will. The class relies on Willpower as its key attribute and ability.

Uploaded by

Till Wer Sonst
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Demonologist

A Class for Low Fantasy Gaming


By Devin A. Beech
Demonologist Class
You are a demonologist, a practitioner of
some of the most dark and demented magics
known to humankind. Your abilities are often
looked upon with disdain and fear. Others
shun the darkness that you have embraced;
perhaps rightfully so.

A Demonologist uses sigils and names of


power to summon beings (or their respective
powers) from other planes into their own. It
requires a strong will to control these beings,
for even the weakest of them seek to lord
power over humans and other mortals.
Practitioners would be wise to know how to
use a blade in addition to their powers, for
these powers do come with a dreadful risk.

Key Attribute: Willpower


Sigil Casting (1st Level)
Hit Points: 1d3+3 (plus CON bonus,
if any) per level up to Sigils are a finicky but powerful way to cast
9th, then 1hp/level magic, relying on the caster’s own willpower
to sustain the spell. Because of this, most
Armor: Light Armor Demonologists choose to only have one
active sigil at a time, though it is possible
Weapons: Flail, whip, dagger, that those with enough willpower may have
bastard sword, and one of each given type active simultaneously.
light crossbow
It takes one action to draw each sigil.
Skills: Arcane Lore, Divine Drawing a sigil requires a DDM check and
Lore, Insight, and 3 of adds to the DDM tally as per normal casting
the following: rules. If successful, the sigil activates on your
Apothecary, Deception, following turn (you will still be able to take
Detection, Gather actions as normal on the turn that the sigil
Information, Persuasion, activates). If a DDM effect is triggered, roll
Sleight of Hand, and on the included Evocation Mishaps tables.
Stealth
You would normally only have one sigil
active at a time. If you would try to create
Demonologist Attack Bonus a second, make sure it is of a different given
Level 1 2 3 4 5 6 type and follow the steps above. If the second
sigil is successfully made, make a WILL check
Bonus 0 1 2 2 3 4 to see if you can still hold onto the first (you
Level 7 8 9 10 11 12 may access your Reroll pool). If the WILL
check is failed, the oldest sigil is lost and
Bonus 5 5 6 7 8 8 either the effect ends or the summoned being

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.

• Sigil of Sight: This sigil is drawn on the


forehead of a friendly creature (self
included). It gives the wearer the ability
to see through illusions, invisibility, and
up to 30ft of pure darkness as if it were
dim light. This sigil lasts for 1d12 minutes
or until dispelled.

Sigils of Protection Sigils of Power


These sigils are used to protect the These sigils “borrow” the powers of infernal
Demonologist, both from others who wish beings without truly summoning them, so
them harm and the very beings that they long as the casting goes as planned.
bring into this world.
• Form of Agaliarept: This sigil is drawn on
• Consecration Sigil: You draw this sigil on top of the demonologist’s forearm. Once
a worn item, normally a ring made of activated, the demonologist takes on
pure silver. This can be used to protect Agaliarept’s true form for a split second,
the wearer from the effects of spells with

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)

• Lance of Eligos: This sigil is drawn on the 6 1 Shedim (P. 18)


demonologist’s hand. When it activates, a
• Summon Spirit: 1d6 x 10 minutes. Spirits
lance of pure black appears bound in their
differ from demons in the fact that they
hand. This weapon does 2d4+2 damage
were once living things, now stuck in a
(exploding on 4’s), does double damage
state in between. The demonologist knows
on a mounted charge, and sends a shock
of these spirits as they are often confused
wave forth on a Natural 19 that knocks
by those unlearned in the infernal as
its target prone. The demonologist is
demons. The demonologist starts off
considered proficient with this weapon,
knowing how to summon the spirits from
and it lasts for a number of rounds equal
the table below. Additional spirits may be
to the caster’s WILL mod +1.
added to the table by researching during
• Cimeies’ Bow: This sigil is drawn on the downtime and spending 50 gold. The
demonologist’s hand. When it activates, a demonologist may spend 1 WILL loss to
bow of splintered wood appears bound in summon a specific spirit instead of rolling
(spend before and WILL check(s) triggered

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.

Mammon is the Demon said to create these


creatures and will sometimes pass along the
knowledge to a summoner that he has taken
a liking to. Some demonologists are said to
actually be able to summon Homunculi
directly from Mammon instead of creating
their own.

Faustian Bargain: The Homunculus only


desires one thing - to be of service to their
master. They need no payment.

Research, Success: Homunculi are artificial


beings, not demons. They may even be
created by those with the right knowledge.

Research, Great Success: The only way to get


the formula for creating Homunculi is to
make a deal with Mammon. Once that is
done, the recipe is as follows: one must find
a vessel that is shaped like an animal and fill

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.

Summoning Ritual: Seraphim are summoned


through the Demonologist’s summoning sigil.
Otherwise, they roam freely.

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

Attacks: 1x Bite (1d6) Faustian Bargain: Cambion cannot make deals


Nat19: The Cambion eats a chunk of flesh off with mortals, as they are only driven by a
of the target. The Cambion immediately gains need for flesh.
1HD of health and the target loses that much
in additional damage. Research, Success: Cambion who are not
Move: 25ft summoned will continue their wailing and
set forth on a path of destruction unless they
Cambions are the demon spawn of relations either eat their mortal parent or are killed.
between a mortal and an Incubus or
Research, Great Success: A Cambion that has
Succubus. They are hideous creatures born
eaten its mortal parent turns into a demon of
without skin and who constantly wail until
as many HD as it has ingested (up to 9). It
they are fed the flesh of their mortal parent.
will continue its feast of flesh until its mortal
They grow stronger with each bite of flesh parent is dead, so those who are born of
they take from a mortal. Those born from Succubi will often become stronger than
Incubi are often the most frightening, as they those born of Incubi since they are not able
are able to attack the mortal parent to immediately turn on their parent. The full
immediately after their birth. transformation takes 1d3 weeks, during which
it cannot defend itself.

Summoning Ritual: Cambion are summoned


through the Demonologist’s summoning sigil.
Otherwise, they roam freely.

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

Attacks: 1x Touch (1d3) Research, Great Success: An Ornias has limited


Nat19: The target’s energy is drained, causing prophetic powers. When roaming free and in
1d3 STR loss. Luck (Con) save resists. the form of the winged creature, many Ornias
Move: 30ft will attempt to fly to the heavens to overhear
plans of the gods. Those who become
An Ornias is a Lesser Demon who preys upon exhausted by doing so become falling stars.
those they deem weaker, attempting to drain
the target’s life force. More of a nuisance than Summoning Ritual: Ornias are summoned
through the Demonologist’s summoning sigil.
an actual threat, the Ornias can be deadly if
One may also summon an Ornias by drawing
they appear in great numbers.
its sigil on a consecrated ring of pure silver.
Faustian Bargain: An Ornias will ask for a When summoned this way, the ring must be
weak human to be brought before them in flung at the Demon’s chest once it appears or
order to suck the soul out of the human else it will be free to act of its own accord.
through their right thumb. It can offer one Otherwise, they roam freely.
prophecy to the summoner.

Research, Success: Ornias have shape-shifting


abilities, sometimes appearing as a flaming
fire, sometimes a lion, but most often they
take the shape of a winged creature or a man.

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.

Research, Success: Satans are what comes to


mind when the majority of the populace
thinks of “Demon,” and therefore have been
confused with The Satan. They are the most
frequently encountered of the Demons in
every-day life.

Research, Great Success: Satans are identified


with the Yetzer ha Ra, or the evil impulse of
man. The reason that they are the most
frequently encountered Demon is because
they are given power when mortals give into
their evil impulses. The more this happens,
the more power the Yetzer ha Ra has and the
harder it is to resist future evil impulses. If
this happens frequently enough in a single
person, 3d6 Satans will be born.

Summoning Ritual: Satans are summoned


through the Demonologist’s summoning sigil.
They may also accidentally be created by
mortals giving into too many of their evil
impulses. Otherwise, they roam freely.

These Satans are Lesser Demons, not to be


confused with The Satan, Samael. They appear
as 6ft tall men with red skin, goat’s legs,
small horns, and leathery wings, though they

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.

Faustian Bargain: Shedim require three drops


of blood from an innocent child. They can
grant misfortune on another in the form of
a sickness, or can point to the location of a
sought after corpse.

Research, Success: Shedim can blend in with


the masses, their only tell being their rooster-
like feet. Beware of those who will not
remove their shoes.

Research, Great Success: The rumors that they


are invisible are only partly true. When
infecting another with a disease or causing a
misfortune, they may do so from a great
distance (150ft). When summoned for this
purpose, they are effectively invisible to the

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:-

Attacks: Special Research, Great Success: The evil energy that


Nat19: N/A spews forth from Nar as-samum will
Move: 30ft invigorate any Demon that is within 150ft.
They have the same effect on other Nar as-
Nar as-samum is a fire believed to be either samum. This makes it either a terrible foe or
a source of evil spirits or a Demon itself. It a wonderful tool.
is a floating whirlwind of fire the size of a
Summoning Ritual: Nar as-samum are
medium creature. Nar as-samum is a fire
summoned through the Demonologist’s
which penetrates through the skin of a mortal
summoning sigil. Otherwise, they roam freely.
body, and as such it can move through or
occupy another creature’s space. When it does
this, the creature mus succeed in a Dex check
or be burned for 1d6 damage. On a terrible
failure, this is increased to 2d4 damage.

When near another Demon, a Nar as-samum


will fortify the infernal being. Demons within
a 150ft radius of the “hot wind which kills”
will automatically increase to full possible
health (max possible rolled from HD). If the
Demon has already taken damage before
being in the presence of the Nar as-samum, it
will regain the number of hit points equal to
the difference of its rolled health and max
possible health.

Faustian Bargain: Nar as-samum is the source


of evil spiritual energy, without wants or
desires itself. It cannot be bargained with,
only summoned for a brief period of time.

Research, Success: Those who believe that Nar


as-samum is a Demon are mistaken. It is pure
evil spiritual energy. As such, it does not share
the Demons’ weakness of Holy Water. Some
believe it burns too hot to be doused by such
a means

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

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