Category Archives: demonologist

Demons & Devils

Hordelings
Hordelings were first featured in Book of Vile Darkness, presented as a Gargantuan swarm that could spawn 1-4 minion brutes once per round when it got hit. This article adds the greater hordeling, which is more in line with what I remember from Planescape–and possibly 3rd Edition, I honestly don’t remember–as you choose from any monster role except soldier, and then roll on a bunch of tables to generate the rest of its capabilities; size, speed, sight, special attacks, and even appearance  9which has 17 tables to go through). It is a nice throwback to their roots, and I highly endorse it.

Infernal Prince
It is really too bad that Blackdirge cannot be a full-time member of the staff as I really dig his stuff, and the infernal prince theme is no exception. A character with this theme is directly related to an infernal lord, most often Asmodeus and Mephistopheles, which sends a tutor to them to basically school them in the ways of horribleness.

The starting features give you a power bonus on fire attacks (I am sooo going to make another tiefling pyromancer), in addition to hellfire heart, an encounter kicker that can be used on any attack you make, dealing scaling fire damage and imposing an attack penalty for a turn. 5th-level gives you a bonus to Bluff and Diplomacy, in addition to a reroll against natural humanoids if you roll too low, and at level 10 you recharge hellfire heart when bloodied (and it does more damage if you use it against that target).

  • Devil’s Due (level 2 daily): When you grant an ally a power bonus or let them burn a surge, you gain a defense bonus for the rest of the encounter and temp hps. On the downside your ally’s surge value is halved for the encounter. So, good for leaders?
  • Liar’s Lure (level 6 encounter): A friendly-fire AoE that lets you make a Bluff check to gain combat advantage against each target for a turn.
  • Infernal Inheritor (level 10 daily): A polymorph effect that imposes an automatic attack penalty for a turn, and then gives you darkvision, fire resistance, and a bonus on Fort and Will for the rest of the encounter. Unfortunately, the fire resistance doesn’t stack or boost existing resistances.

Book of Vile Darkness: Demonologist

Today’s excerpt has garnered some negative criticism partially for the outfit, but largely because of the quasit’s anger issues; most of the time it gets along just fine, but if you are unable to give it orders–like you are stunned, dominated, or sleeping–then it “acts under the Dungeon Master’s control as your enemy”.

Despite this drawback it is still a pretty sweet package; adjacent enemies take a save penalty, it doubles up on ability score damage (determined by you, no less), can turn invisible whenever it wants to, can grant you a skill bonus, and can even save-ends daze a target that attacks you. Since it can communicate via telepathy, you can have it scout places while invisible and get some excellent intelligence because it has to do what you say. 
And that is just the start. You still get your action point benefit–adjacent creatures take variable energy damage and you gain resistance for the encounter against that type–and an encounter attack that lets you bind a demonic essence to a creature, which lets you slide a target, have it make an attack with combat advantage and a damage roll. If the attack hits? The attacker is then also dazed for a turn. Very nice.
At 12th-level you can levy an evil-eye type effect against an enemy as an interrupt, imposing an attack penalty and causes them to grant combat advantage for a turn. It is an effect, so no attack roll required.
The level 16 feature causes your quasit and all summons to gain a damage bonus, so there is extra incentive to take summoning magic (not that I needed more).
Finally at 20th-level you can summon a huge blast of hordlings that deals damage and prones targets. It also creates a zone that lets you spend a standard action to deal automatic damage and prone all creatures inside (or more damage if they are already prone). Oh, the zone lasts the entire encounter. The only downside is that it is not friendly, so you gotta be careful not to tear up your allies.
I like this paragon path because it is very thematic. I do not really give a fuck if the quasit can be abused by douchebag DMs, as you can always kill it and summon it later anyway (I would just allow a character to dismiss it). Otherwise I can see it bringing some interesting social roleplaying to the table, giving suggestions and trying to tempt the character. I would have honestly preferred it to be an imp (devil), because then it could literally play devil’s advocate.