Loxagn
2009-11-13, 01:10 AM
Fel Power Source
You, unlike most others around you, refuse to be afraid of the dark. Where others pull from strength of body or mind, such as Martial and Psionic, or perhaps the gods and magic, as with Divine and Arcane, or even the Primal world around them...
You pull your true strength from the powers of the Abyss, and even the Nine Hells themselves. This power source grants you benefits like no other source can, so long as you're willing to shun the path of light and good.
Demonologist Feats (http://www.giantitp.com/forums/showthread.php?p=7437195#post7437195)
Demonologist Paragon Paths (http://www.giantitp.com/forums/showthread.php?p=7308767#post7308767)
DEMONOLOGIST
http://th03.deviantart.net/fs44/300W/i/2009/109/b/b/Summoning_Evil_by_FFandom.jpg
"You think you can scare me? I parleyed with nastier things than you before I even had breakfast this morning."
CLASS TRAITS
Role: Controller. You curse your foes with debilitating magicks, and depending on your chosen path you may even assume the form of a demon yourself.
Power Source: Fel. Your powers are gained through a deep connection with the infinite fury of the Abyss.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Whips
Implements: Whip
Bonus to Defense: +1 Will, +1 Fortitude
Hit Points at First Level: 12 + Constitution Score
Hit Points per Level gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at first level.
Class Skills: Intimidate (Cha), Diplomacy (Cha), Endurance (Con), Dungeoneering (Wis), Insight (Wis), Perception (Wis), Bluff (Cha), Religion (Int)
Class Features: Demon Mastery, Ritual Casting, Abyssal Aspect
Strong-willed, frightening in their own right, and always surrounded by an aura of unearthly dread, Demonologists have a reputation for causing trouble wherever they go, and rightly so. The Abyss is hardly well-known for being benevolent. They walk hand-in-hand with Demons of all kinds, and they are frequently at the right hand of those such as Demogorgon and Orcus. They are unafraid to seize power from those who can offer it, and Demons have strength to spare.
Whether you are a planewalking envoy of the Abyss, an aspiring summoner who wants a little extra bang for your buck, or if you want a piece of the Abyss yourself, you are inextricably linked with the forces of darkness. And while others may despise you for it, there will never be any denying the power you wield.
Demonologist Class Features
Demonologists have the following Class Features.
Demon Mastery
You gain Abyssal as a bonus language. You gain fire resistance equal to your Charisma modifier + one-half your level.
You automatically have proficiency with a whip.*
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Call Demon (see bottom) and another 1st-level ritual.
Once per day, you can use Call Demon without expending components.
Abyssal Aspect
As a Demonologist, you have power over the denizens of the abyss in a variety of ways. Choose either Demonic Shapeshifter or Demonic Charmer. The choice you make grants you certain benefits with certain powers.
Demonic Shapeshifter
For the purposes of powers and effects that target creatures based on type, you are classified as an elemental with the (demon) subtype.
You gain the Demon Form feature.
Demon Form
Demonologist Feature
At-will - Polymorph, Fel
Minor Action (Special)
Personal
Effect: You change from your humanoid form to demon form or vice versa. While you are in demon form, you can’t use attack, utility, or feat powers that lack the demon form keyword, although you can sustain such powers.
You choose a specific form whenever you use Demon Form to transform into a Demon. The Demon Form is your size, resembles an elemental with the (Demon) subtype, and normally doesn’t change your game statistics or movement modes, except as stated below. Your equipment becomes part of your demon form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your demon form, it cannot be removed, and anything in a container that is part of your demon form is inaccessible.
While in Demon Form, you gain natural weapons that use d6 damage dice; you have a +3 proficiency bonus with these weapons. You also choose one of the following benefits:
~Gain resistance of a value equal to your charisma modifier to acid, cold, lightning, or thunder.
~Gain your charisma modifier as a power bonus to Strength, Dexterity, or Constitution.
~Gain a +2 power bonus to Speed.
~Gain a fly speed equal to your charisma modifier -1.
While in Demon Form, you take ongoing damage equal to 1/2 your healing surge value. This damage cannot be reduced, saved against, transferred, or resisted in any way.
Special: You can use this power once per round.
Demonic Charmer
You gain a +5 bonus to diplomacy and intimidate checks against demons.
When you use a whip as an implement with Fel powers with the Summoning keyword, creatures summoned by those powers gain the implement's enhancement bonus as a bonus to their attack and damage rolls.
You gain the Enslave Demon power.
Enslave Demon
Demonologist Feature
At-will - Charm, Fel
Standard Action
Range: Close burst 3
Target: One demon in burst
Attack: Charisma vs Will
Hit: 1d6+Intelligence modifier psychic damage, and the target is dominated until the end of your next turn.
21st level: 2d6+Intelligence modifier damage.
Implements
Demonologists use whips as a means of focusing their Infernal energy and as a means of controlling demons. When you wield a whip, you can add its enhancement bonus to the attack rolls and the damage rolls of demonologist powers and demonologist paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Creating a Demonologist
Demonologists rely on Charisma, Intelligence, and Constitution. You can choose any powers you like, but most Demonologists choose powers that complement their choice of Abyssal Aspect.
Shapeshifter Demonologist
As a shapeshifter demonologist, you differ from other casters in that you love to get your hands (or claws, as the situation warrants) dirty. You're as tough as the demons you change into, and your powers lead you to striker as a secondary role. Charisma should be your highest score, since your attack powers rely on it, but make Constitution your second-highest score; you're going to need the extra hitpoints and healing surges it provides.
Suggested Abyssal Aspect: Demonic Shapeshifter
Suggested Feat: Demonic Armor (Human Feat: Toughness)
Suggested Skills: Arcana, Endurance, Perception, Intimidate
Suggested At-will Powers: Hellfire, Demonic Wrath
Suggested Encounter Power: Demonic Bloodlust
Suggested Daily Power: Aura of Hellfire
Slavemaster Demonologist
As a slavemaster demonologist, you utilize your minions' powers to great effect in battle. Your powers may lead you towards Leader as a Secondary role. Charisma should be your highest score, since your attack powers rely on it, but make Intelligence your second-highest score, as it will further your knowledge of the demons you work with.
Suggested Abyssal Aspect: Demonic Charmer
Suggested Feat: Focused Expertise (Human Feat: Durable)
Suggested Skills: Arcana, Intimidate, Diplomacy, Insight
Suggested At-will Powers: Burning Lash, Demonic Coordination
Suggested Encounter Power: Demonic Cry
Suggested Daily Power: Summon Dretch
Demonologist Powers
Your powers are Curses that call upon the fury of the Abyss to bolster yourself and your allies, while making your enemies' lives a literal hell.
Level 1 At-Will Curses
Hellfire (Demonologist Attack 1)
A black flame flies from your hand at an opponent, setting them alight and exploding around it.
At-will - Fel, Implement, Fire, Necrotic, Zone
Standard Action
Burst 1 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d6 Fire/Necrotic damage, and the burst creates a zone of black fire that lasts until the end of your next turn. Any creature that enters the zone or starts its turn next to it takes fire damage equal to your Charisma modifier.
Level 21: 2d6 Fire/Necrotic damage.
Burning Lash (Demonologist Attack 1)
Flames race across your whip, and you lash out at an unsuspecting foe.
At-will - Fel, Weapon, Fire
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be wielding a whip.
Attack: Charisma vs Reflex
Hit: 1[W] Fire damage, and you may choose to pull the target 1 square or knock it prone.
Level 21: 2[W] Fire damage, and increase the reach of the attack by 1. You may pull the target 2 squares.
Demonic Wrath (Demonologist Attack 1)
Your inner demon unleashes its fury, dealing a crippling blow to an enemy.
At-will - Fel, Demon Form, Weapon
Standard Action
Melee weapon
Target: One creature
requirement: You must be in Demon Form or wielding a whip.
Attack: Charisma vs Fortitude
Hit: 1[W]+Charisma modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] +Charisma modifier damage.
Demonic Coordination (Demonologist Attack 1)
You launch a ball of black energy at your target, giving your friend an opening to attack.
At-will - Fel, Implement, Necrotic
Standard Action
Ranged 10
Target: One creature an ally is adjacent to
Attack: Charisma vs Will
Hit: 1d4 necrotic damage, and your ally may make a basic melee attack against the target as a free action.
Level 21: Your ally can shift up to three squares prior to the attack. This ally may be up to four squares away from the target, as opposed to adjacent.
Level 1 Encounter Curses
Demonic Bloodlust (Demonologist Attack 1)
You lash out at your foe, infernal magicks turning his strength into yours.
Encounter - Fel, Demon Form, Weapon
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be in Demon Form or using a whip.
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and you regain hit points equal to half the damage dealt.
Special: While in Demon Form, the Weapon damage of this attack is your Demon Form's basic melee attack. Any other special effects from the attack are not applied.
Demonic Cry (Demonologist Attack 1)
You unleash a howl imbued with raw demonic fury, causing your enemies to back away in fear while bolstering your allies' courage.
Encounter - Fel, Implement, Psychic
Standard Action
Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6+Charisma modifier psychic damage, and you push the target a number of squares equal to your Intelligence modifier. The target grants combat advantage to all allies in the burst until the end of your next turn.
Level 1 Daily Curses
Aura of Hellfire (Demonologist Attack 1)
Black fire leaps up at your feet, burning all who get too close.
Daily - Fel, Aura, Implement, Demon Form, Fire, Necrotic
Standard Action
Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier fire/necrotic damage, and you generate a 2-square aura that lasts until the end of your next turn.
Effect: An enemy that enters the aura or starts its turn there takes fire/necrotic damage equal to your Constitution modifier.
Sustain Minor: The aura persists.
Aura of Doom (Demonologist Attack 1)
You gain a terrifying countenance, distracting your enemies with fear long enough for your demon to line up an attack. Whatever is trapped within the aura soon falls.
Daily - Fel, Aura, Implement, Demon Form, Psychic
Standard Action
Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed (save ends). You generate a 2-square aura that lasts until the end of your next turn.
Effect: Trigger: an enemy enters the aura or starts its turn there, and your demon or another ally is inside the aura. Your demon or ally teleports adjacent to the enemy and makes a basic melee attack against the enemy. Each ally or demon in the aura can only take advantage of this effect once per round.
Sustain Minor: The aura persists.
Summon Dretch (Demonologist Attack 1)
A small demon lurches through a fiery portal, attacking the nearest foe.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a small Dretch in an unoccupied square within range. The Dretch has a speed of 5. It has the Sickening Miasma power. You can give the dretch the following commands:
~Standard Action: Melee 1; targets one creature; Charisma vs AC; 2d6+Charisma modifier damage.
~Immediate Reaction: Close Burst 1; triggered when the Dretch drops to 0 hit points. The burst creates a zone of poison centered on the dretch that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes poison damage equal to your Intelligence modifier.
Sickening Miasma: aura 1; each enemy within the aura takes 1 damage whenever it takes a standard or move action.
Level 2 Utility Curses
Abyssal Word (Demonologist Utility 2)
You work infernal magic into your voice, lulling others into believing you.
Daily - Fel
Minor Action
Personal
Effect: You gain a +5 power bonus to your next Bluff check or Intimidate check during this encounter. If you make this check as part of a skill challenge, you gain 2 successes if the check is successful and don’t gain a failure if the check fails.
Infernal Ward (Demonologist Utility 2)
Black energy forms a cloak around your ally, shielding them from harm.
Daily - Fel
Minor Action
Ranged 5
Target: You or one ally.
Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier.
Cloud of Ash (Demonologist Utility 2)
A cloud of thick, black ash spews forth, obscuring you and your allies.
Daily - Fel, Zone
Standard Action
Area burst 1 within 10
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.
Cloak of Shadows (Demonologist Utility 2)
Shadows leap up around your ally
Daily - Fel
Minor Action
Ranged 10
Target: one ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to Stealth checks and doesn’t take a penalty to Stealth checks for moving more than 2 squares or running.
Sustain Minor: The effect persists if the target is within range.
Level 3 Encounter Curses
Raging Strike (Demonologist Attack 3)
Your weapon becomes wreathed in flames, and with demonic strength you toss your foes aside.
Encounter - Fel, Demon Form, Weapon
Standard Action
Melee Weapon
Target: One or two creatures
Requirement: You must be in Demon Form or using a whip.
Attack: Charisma vs Reflex
Hit: 1[W] + Charisma modifier damage, and you slide the target 2 squares
Rain of Fire (Demonologist Attack 3)
You call down a rain of fire and brimstone, hailing burning death upon your foes.
Encounter - Fel, Implement, Fire, Zone
Standard Action
Burst 3 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d10 + Charisma modifier fire damage.
Sustain Standard: You make the attack again centered on another square within the burst.
Necrotic Orb (Demonologist Attack 3)
You launch a bolt of necrotic energy at a foe and detonate it.
Encounter - Infernal, Implement, Necrotic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma Modifier necrotic damage, and you make a secondary attack.
Burst 3, Charisma vs Fortitude, targets each enemy in burst: 2d8 + Charisma modifier damage, and the target is knocked prone.
Level 5 Daily Curses
Accursed Agony (Demonologist Attack 5)
Necrotic tendrils lash out at a single foe, making them seize up with pain that only grows with time.
Daily - Fel, Implement, Necrotic
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d8 + Charisma modifier necrotic damage, and the target takes ongoing necrotic damage equal to your Intelligence Modifier (save ends).
Effect: Each time the target fails a save to end the damage, it takes an additional 2 ongoing necrotic damage.
Curse of Feeble Body (Demonologist Attack 5)
You utter a single word in Abyssal, and all who hear it are gripped with crippling weakness that only grows in power.
Daily - Fel, Implement, Necrotic
Standard Action
Burst 2 within 10
Target: Each creature in burst
Attack: Charisma vs Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and the target is weakened until the end of your next turn. At the start of your next turn, you may make a secondary attack.
Secondary Attack: Charisma vs Fortitude
Standard Action
Hit: 1d8 + Charisma modifier necrotic damage, and the target is weakened (save ends).
Bloody Roar (Demonologist Attack 5)
The crippling wounds heed you not in the slightest, and you lash out at the enemies surrounding you with devastating power.
Daily - Fel, Weapon, Demon Form
Standard Action
Close burst 2
Target: Each creature in burst
Requirement: You must be in Demon Form or wielding a whip.
Attack: Charisma vs Reflex
Hit: 3[W] + Charisma Modifier damage.
Special: If you use this attack while bloodied, deal an additional 1[W] to each target.
Summon Carnage Demon (Demonologist Attack 5)
You call forth a bloodthirsty fiend.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a medium Evistro in an unoccupied square within range. The Evistro has a speed of 6. It has the Carnage power. You can give the evistro the following commands:
~Standard Action: Melee 1; targets one creature; Charisma + 2 vs AC; 1d8+Charisma modifier damage.
~Minor Action: Bloodied target only: Charisma vs AC; 1d6 + Charisma modifier damage.
Carnage: The Evistro gains a +1 bonus to melee attacks if it has one or more allies adjacent to it (+3 if one of these allies is its summoner). This bonus stacks with combat advantage.
Level 6 Utility Curses
Summon Guardian Demon (Demonologist Utility 6)
A statue of black steel rises out of the earth beside you, protecting you from harm.
Daily - Fel, Implement, Summoning
Minor Action
Close burst 2
Effect: You summon a Medium Guardian Demon in an unoccupied square within the burst. The guardian demon has a speed of 6 and has a +2 bonus to AC. You can give the demon the following special command:
~Immediate Interrupt: When you are targeted by a ranged or melee attack and the Guardian Demon is adjacent to you, the guardian demon becomes the target of that attack instead.
Fel Gate (Demonologist Utility 6)
You disappear in a puff of smoke, leaving only the stench of sulfur in your wake.
Daily - Fel, Teleportation
Immediate Interrupt
Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space not adjacent to an enemy.
Demonic Sight (Demonologist Utility 6)
The darkest of caverns hinder you not in the slightest. Your senses are as sharp as the demons you emulate.
Daily - Fel, Demon Form
Minor Action
Close burst 2
Effect: You gain darkvision and a +2 bonus to Perception checks until the end of the encounter.
Ward of Flames (Demonologist Utility 6)
Fire bursts into your opponent's vision, disrupting their attack.
Daily - Fel
Immediate Interrupt
Ranged 10
Trigger: An enemy within 10 squares of you makes an attack roll against an ally
Target: The triggering enemy
Effect: The target takes a –3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.
Level 7 Encounter Curses
Abyssal Flame (Demonologist Attack 7)
You lob an orb of red fire at a foe that explodes into a massive sphere of flame.
Encounter - Fel, Fire, Implement
Standard Action
Area burst 2 within 20 squares
Target: Each creature within burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier fire damage.
Chains From the Abyss (Demonologist Attack 7)
Black chains spring from your hand to your foes, restraining them.
Encounter - Fel, Necrotic, Weapon, Demon Form
Standard Action
Close Blast 3
Target: Each enemy in blast
Attack: Charisma vs Reflex
Requirement: You must be in demon form or wielding a whip.
Hit: 1[W] + Charisma modifier damage. The target is restrained, and takes ongoing necrotic damage equal to your Intelligence modifier (save ends both).
Thundering Lash (Demonologist Attack 7)
You whip lashes out at a single foe, the crack of the weapon loud enough to stun your foes.
Encounter - Fel, Weapon, Thunder
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs AC
Requirement: You must be wielding a whip.
Hit: 2[W] + Charisma modifier thunder damage. You make a secondary attack.
Sec. Attack: Charisma vs Fortitude; burst 1 centered on the first target; each creature in burst.
Hit: The target is stunned until the end of your next turn.
Level 9 Daily Curses
Chaotic Blast (Demonologist Attack 9)
Power from across the Elemental Chaos twists to your will, sending a crackling bolt of raw, untamed energy flying at your foe.
Daily - Fel, Implement
Standard Action
Burst 1 within 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier damage.
Effect: If you rolled an even number for the attack roll, make a secondary attack.
Secondary Attack: Charisma vs Reflex; burst 1 within 3 of any target; each creature in burst
Hit: 1d10 + Charisma modifier damage.
Effect: If you rolled an even number for the attack roll, repeat the attack.
Aura of Dread (Demonologist Attack 9)
Black energies swirl around you, subjecting your foes to the most horrifying of ailments.
Daily - Fel, Aura, Implement, Demon Form
Standard Action
Close burst 2
Effect: The burst creates an aura of dread that lasts until the end of your next turn. If an enemy enters the aura or starts its turn there, make a charisma attack versus Fortitude. If it hits, roll 2d8.
2: Nothing happens.
3: The target is petrified.
4: The target is surprised.
5: The target is dominated.
6: The target is dazed.
7: The target is slowed.
8: The target falls prone.
9: The target is deafened.
10: The target is immobilized.
11: The target is weakened.
12: The target is blinded.
13: The target takes damage equal to your constitution modifier.
14: The target is stunned.
15: The target falls unconscious.
16: Roll again twice.
These effects last until the end of your next turn.
Sustain Move: The aura persists.
Summon Barlgura (Demonologist Attack 9)
A fiery portal opens behind you, and a great beast storms out of it, plowing through your enemies.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Barlgura in an unoccupied square within range. The Barlgura has a speed of 6 and a climb speed of 6. You can give the barlgura the following commands:
~Standard Action: Melee Reach 2; targets one or two creatures, two attacks; Charisma vs AC; 1d8+Charisma modifier damage per attack.
~Opportunity Action: Melee Reach 2; one creature, Cha vs AC; 1d8 + Intelligence modifier damage.
Level 10 Utility Curses
Abyssal Armor (Demonologist Utility 10)
Your skin hardens into plates with the strength of steel.
Daily - Fel, Demon Form
Minor Action
Personal
Effect: Until the end of the encounter, while you are in demon form, you gain resistance to all damage equal to your Constitution modifier.
Retreat to the Abyss (Demonologist Utility 10)
You slip through a portal to the Abyss, returning to the world moments later, healed and in a more terrifying form than ever.
Daily - Fel, Teleportation
Move Action
Personal
Effect: You teleport to a safe place in the Abyss (well, safe for you). While you are there, you can’t take any actions other than using your second wind and demon form. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left.
Heat Wave (Demonologist Utility 10)
The temperature of the air rises to a sweltering heat, making foes more vulnerable to your fire attacks.
Daily - Fel, Zone
Standard Action
Area burst 2 within 10 squares
Effect: The burst creates a zone of intense heat that lasts until the end of your next turn. While within the zone, any enemy gains vulnerable 5 fire and is slowed. You can end the zone as a minor action.
Sustain Minor: The zone persists, and you can increase its size by 1 up to a maximum of burst 5.
Visage of the Balor (Demonologist Utility 10)
As your enemy raises his blade against you, you momentarily take on the appearance of a Balor. Filled with fear, the opponent can only back away.
Daily - Fel, Fear
Immediate Interrupt
Close Burst 5
Trigger: An enemy within the burst makes an attack roll against you.
Target: The triggering enemy
Effect: The target takes a -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 3 squares.
Level 13 Encounter Curses
Runespiral's Charged Lightning (Demonologist Attack 13)
You channel the powers of a Runespiral Demon.
Encounter - Fel, Lightning, Demon Form, Implement
Standard Action
Area burst 2 within 10 squares
Target: Each creature within burst
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier lightning damage. This attack deals 2 extra lightning damage for each creature in the burst.
Effect: Any ally damaged by this attack gains your Intelligence modifier as a bonus to attack rolls until the end of your next turn. If an ally scores a critical hit, the attack deals additional lightning damage equal to the damage that ally took.
Immolith's Fiery Grasp (Demonologist Attack 13)
Your weapon ignites with powerful flames, and you mercilessly attack an opponent, holding them in place.
Encounter - Fel, Fire, Weapon, Demon Form
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs Reflex
Requirement: You must be in demon form or wielding a whip.
Hit: 2[W] + Charisma modifier damage. If the target is up to a size category larger than you or smaller, the target is restrained, loses any resistance to fire, and takes ongoing fire damage equal to your constitution modifier (save ends all).
Special: You can affect no more than 5 creatures with this power.
Vrock's Flyby Attack (Demonologist Attack 13)
Black wings sprout from your back, and you zip past your target, lashing out at them as you move by.
Encounter - Fel, Weapon, Demon Form
Standard Action
Target: One creature
Effect: You fly up to your speed and make a basic melee attack against the target at any point during that movement. You do not provoke opportunity attacks moving away from the target of the attack. You gain flight with a speed equal to your Charisma modifier until the end of your next turn.
Special: If you are in demon form and have selected the flight benefit, you instead gain a +2 bonus to your fly speed until the end of your next turn.
Level 15 Daily Curses
Plague of Agony (Demonologist Attack 15)
You place a powerful curse upon your foes.
Daily - Fel, Implement, Necrotic
Standard Action
Burst 2 within 20
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the target takes ongoing damage equal to your Intelligence modifier (save ends).
Effect: Each time the target fails a save to end the damage, it takes an additional 3 ongoing necrotic damage.
Demonic Drain (Demonologist Attack 15)
You rip the life from your foe, taking it for yourself.
Daily - Fel, Necrotic, Implement, Demon Form
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: You spend a healing surge. The target takes damage equal to your healing surge value, and is weakened until the end of your next turn.
Sustain Standard: Repeat the attack if the target is still within range.
Summon Pod Demon (Demonologist Attack 15)
A sickening creature answers your call, spawning new minions to fight.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Pod Demon in an unoccupied square within range. The pod demon has a speed of 6. You can give the pod demon the following commands:
~Standard Action: Melee 1; one creature; Charisma vs AC; 1d6 + Intelligence modifier damage, and ongoing 3 poison damage (save ends).
~Minor Action: If a pod demon has fewer than 2 podspawn at the start of your turn, it creates a podspawn. A podspawn is a small Minion with a speed of 4. Each podspawn has 1 standard action per turn and nothing more. A podspawn can make an Charisma vs AC attack for 5 acid damage.
~Move Action: A pod demon can switch places with a podspawn within 10 squares of it.
Level 16 Utility Curses
Demonic Restoration (Demonologist Utility 16)
You fill your allies with vitality that only a demon could have.
Daily - Fel, Healing
Standard Action
Close burst 2
Target: You and each ally in burst
Effect: Each target can choose to either spend a healing surge and regain extra hit points equal to your Constitution modifier, or make a save with a bonus equal to your Constitution modifier.
Demonic Resistance (Demonologist Utility 16)
You channel the demonic ability to resist the elements.
Daily - Fel
Minor Action
Personal
Effect: You gain resistance to Acid, Cold, Lightning, or Thunder equal to your Charisma modifier + 1/2 your level until the end of the encounter.
All Turns to Ash (Demonologist Utility 16)
Your demon form becomes a hazy, smoky cloud, and you can slip through even the tiniest of cracks.
Daily - Fel, Polymorph, Demon Form
Minor Action
Personal
Effect: You become insubstantial and gain phasing until the end of your next turn.
Summon Blood Raven (Demonologist Utility 16)
You call forth a winged demon to carry you and your allies.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 5
Effect: You summon a large Blood Raven in an unoccupied square. The blood raven has a speed of fly 8 (hover). The raven has a -2 penalty to AC and reflex due to its size, however; this increases to a -4 penalty if the raven is being used as a mount. A blood raven cannot attack, and can carry no more than one medium creature or two small creatures.
Level 17 Encounter Curses
Abyssal Firestorm (Demonologist Attack 17)
Fire rains down on your foes from above, destroying all in its path.
Encounter - Fel, Fire, Implement, Zone
Standard Action
Area burst 3 within 20 squares
Effect: The burst creates a zone of raining fire that lasts until the end of your next turn. An enemy that enters the zone or starts its turn there takes 3d8 + Charisma modifier damage.
Sustain Move: The zone persists, and you can move it up to two squares in any direction.
Burning Rush (Demonologist Attack 17)
You charge forward to attack a foe, flames leaping up at your feet.
Encounter - Fel, Fire, Weapon, Demon Form, Zone
Standard Action
Personal
Effect: 3[W] + Charisma modifier damage.
Special: You use this attack at the end of a charge. Each square you passed through becomes a zone of fire that lasts until the end of your next turn. An enemy that enters a square adjacent to the zone or starts its turn there takes fire damage equal to your constitution modifier.
Level 19 Daily Curses
Immolate (Demonologist Attack 19)
You focus all of your fury on a single opponent, and they suddenly burst into flames.
Daily - Fel, Implement, Fire
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 5d12 + Charisma modifier fire damage, and ongoing 10 fire damage (save ends).
Aftereffect: The target takes ongoing 5 fire damage (save ends).
Howl of Terror (Demonologist Attack 19)
You unleash a dreadful howl, the sound of it chilling your foes to the very bone.
Daily - Fel, Implement, Demon Form, Fear, Psychic
Standard Action
Close burst 5
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 4d6 + Charisma modifier psychic damage, and you push the target a number of squares equal to your constitution modifier.
Miss: No damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Summon Hezrou (Demonologist Attack 19)
A large, almost rotund demon steps forth, eagerly answering your call.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Hezrou in an unoccupied square within range. The hezrou has a speed of 6. It has the Noxious Stench aura, and ignores difficult terrain while moving. You can give the hezrou the following commands:
~Standard Action: Melee 1; one creature, Charisma vs AC; 2d10 + Charisma modifier damage
Noxious Stench (Poison): Aura 2; enemies within the aura take a -2 penalty to attack rolls. While the summoner is bloodied, enemies are also weakened.
Level 22 Utility Curses
Shadow Form (Demonologist Utility 22)
You fade into shadows, emerging from a direction your foes could never have expected.
Daily - Fel
Minor action
Personal
Effect: Until the end of the encounter, whenever you use demon form to change into a demon, you are invisible until the end of your turn.
Vengeful Fire (Demonologist Utility 22)
Your very form alights with flame.
Daily - Fel, Fire
Minor Action
Personal
Effect: Until the end of the encounter, whenever you miss with a demonologist at-will or encounter attack power, the target takes fire damage equal to your Charisma modifier.
Abyssal Fury (Demonologist Utility 22)
A quick infusion of demonic vigor, and you are able to act with incredible speed.
Daily - Fel
Minor Action
Close burst 10
Target: You or one ally in burst
Effect: The target gains a standard action that can be used as a free action.
Level 23 Encounter Curses
Glabrezu's Blasphemous Word (Demonologist Attack 23)
A single word of immeasurable profanity flies from your lips, imbuing your malice into your enemies.
Encounter - Fel, Psychic, Demon Form, Implement
Standard Action
Close burst 5
Target: Each enemy within burst
Attack: Charisma vs Will
Hit: 2d12 + Charisma modifier psychic damage, and the target is dazed (save ends).
Special: The damage dealt by this attack bypasses damage resistance.
Soulfire (Demonologist Attack 23)
You sacrifice your own vitality, uttering a curse that sears your opponent's very soul.
Encounter - Fel, Fire, Implement
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs Will
Hit: 8d6 + Charisma modifier fire damage.
Effect: You expend a healing surge, but do not gain any hit points. Instead, you take damage equal to your healing surge value.
Chaotic Storm (Demonologist Attack 23)
Prismatic bolts of crackling energy fly from your hands, hitting many of your foes.
Encounter - Fel, Implement, Demon Form
Standard Action
Primary Target: One creature
Attack: Charisma vs Reflex
Hit: 4d6 + Charisma modifier damage.
Secondary Targets: Two creatures within 5 squares of the
primary target
Secondary Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Tertiary Targets: All other enemies within 20 squares of
you
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Special: When you use this power, choose Fire, Cold, Acid, Lightning, or Thunder. All damage done by this power is of the type you specified.
Level 25 Daily Curses
Dagon's Abyssal Tides (Demonologist Attack 25)
A shockwave knocks your enemies off their feet, sheer magical force pinning them to the ground.
Daily - Fel, Demon Form, Implement
Standard Action
Area burst 3 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier force damage, and the target is immobilized (save ends).
Effect: You teleport a number of squares equal to your intelligence modifier.
Supreme Agony (Demonologist Attack 25)
You inflict ultimate pain on your enemy, filling him to bursting with raw, necrotic energy.
Daily - Fel, Implement, Necrotic, Demon Form
Standard Action
Burst 2 within 10
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d12 + Charisma modifier necrotic damage, and the target takes ongoing necrotic damage equal to your Intelligence modifier (save ends).
Effect: Each time a target fails a save to end ongoing damage caused by this attack, it takes an additional 5 ongoing necrotic damage.
Aftereffect: The target is dazed until the end of your next turn.
Summon Abyssal Rotfiend (Demonologist Attack 25)
A demon seemingly made of patchwork rises to your command.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Abyssal Rotfiend in an unoccupied square within range. The rotfiend has a speed of 6 and a fly speed of 6(hover). For the purposes of powers that target creature types, it is an undead as well as a demon. You can give the rotfiend the following commands:
~Standard Action: Melee Reach 2; one creature, Charisma vs Reflex; 3d8 + Charisma modifier psychic damage.
~Standard Action: Ranged 10; one creature, Charisma vs Fortitude; 2d8 + Charisma modifier psychic damage, and if the target moves more than 2 squares on its turn, it takes 2d8 extra damage (save ends). If you are bloodied, the target takes the damage for moving 1 or more squares.
Level 27 Encounter Curses
Seed of Corruption (Demonologist Attack 27)
You plant a seed of demonic corruption into your foe. Soon, they become a ticking time-bomb for their allies.
Encounter - Fel, Necrotic, Implement, Demon Form
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d10 + Charisma modifier Necrotic damage. At the end of your next turn, the target takes 3d10 + charisma modifier damage, and you make a secondary attack.
Secondary Attack: Charisma vs Reflex; close burst 5 centered on the target; all enemies in burst
Hit: 2d10 + Charisma modifier necrotic damage.
Shadowflame (Demonologist Attack 27)
Black flames fly from your hands, searing all in your path.
Encounter - Fel, Fire, Necrotic, Implement, Demon Form
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Charisma vs Reflex
Hit: 5d6 + Charisma modifier fire and necrotic damage, and the target takes ongoing fire damage equal to your intelligence modifier (save ends).
Kazuul's Word of Doom (Demonologist Attack 27)
You place a powerful curse upon your foe. Whatever is struck by it soon falls.
Encounter - Fel, Implement
Standard Action
Ranged 10
Primary Target: One creature
Attack: Charisma vs Will
Effect: You and your allies can score critical hits against the target on rolls of 16-20 (save ends).
Level 29 Daily Curses
Orcus' Touch of Death (Demonologist Attack 29)
There is little in this world that can stand up to the fury of a demon lord. Your foes know this all too well.
Daily - Fel, Demon Form, Implement, Necrotic
Standard Action
Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 6d10 + Charisma modifier damage. If the target is slain by this damage, it comes back with 1 HP and dominated.
Dual Aspects of Demogorgon (Demonologist Attack 29)
Your mastery over demons has increased to such a level that you can channel the powers of the Demon Prince himself.
Daily - Fel, Implement, Psychic, Demon Form
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs Fortitude
Hit: 3d10 + Charisma modifier psychic damage, and the target is unconscious (save ends).
Miss: No damage, and the target is dazed (save ends).
Summon Balor (Demonologist Attack 29)
A gigantic demon wreathed in flames arises to answer your call.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a huge Balor in an unoccupied square within range. The balor has a speed of 8 and a fly speed of 12(clumsy). It has the Flaming Body power. The balor has a +4 bonus to AC and Fortitude, and has your hitpoints as opposed to half of your hitpoints. While commanding the balor, you have to use your actions to command it; you cannot use your own abilities.
Should the balor fall in battle, you will instead lose two healing surges. If you have no healing surges left, you take damage equal to your bloodied value. If you have one healing surge left, you will lose that healing surge and take damage equal to your healing surge value.
You can give the balor the following commands:
~Standard Action: (sword) Melee Reach 3; one creature, Charisma vs AC; 3d10 + Charisma modifier lightning damage.
~Standard Action: (whip) Melee reach 5; one creature, Charisma vs Reflex; 3d8 + Charisma modifier fire damage, and ongoing 5 fire damage (save ends). Also, the target is pulled to a square adjacent to the balor.
~Standard Action (Encounter): The balor makes a whip attack and a sword attack.
~Free Action (When the balor is reduced to 0 hit points): close burst 5; Charisma vs Reflex; 4d10 fire damage. Miss: Half damage.
Flaming Body: aura 2 (aura 3 while you are bloodied) enemies that start their turns in the aura take 10 fire damage (20 if you are bloodied).
*A whip is a one-handed superior melee reach weapon from the flail category that uses d4 damage dice. I don't know exactly which sourcebook it's in, but there are feats for it all over the place, especially in Dragon #368.
You, unlike most others around you, refuse to be afraid of the dark. Where others pull from strength of body or mind, such as Martial and Psionic, or perhaps the gods and magic, as with Divine and Arcane, or even the Primal world around them...
You pull your true strength from the powers of the Abyss, and even the Nine Hells themselves. This power source grants you benefits like no other source can, so long as you're willing to shun the path of light and good.
Demonologist Feats (http://www.giantitp.com/forums/showthread.php?p=7437195#post7437195)
Demonologist Paragon Paths (http://www.giantitp.com/forums/showthread.php?p=7308767#post7308767)
DEMONOLOGIST
http://th03.deviantart.net/fs44/300W/i/2009/109/b/b/Summoning_Evil_by_FFandom.jpg
"You think you can scare me? I parleyed with nastier things than you before I even had breakfast this morning."
CLASS TRAITS
Role: Controller. You curse your foes with debilitating magicks, and depending on your chosen path you may even assume the form of a demon yourself.
Power Source: Fel. Your powers are gained through a deep connection with the infinite fury of the Abyss.
Key Abilities: Charisma, Intelligence, Constitution
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Whips
Implements: Whip
Bonus to Defense: +1 Will, +1 Fortitude
Hit Points at First Level: 12 + Constitution Score
Hit Points per Level gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at first level.
Class Skills: Intimidate (Cha), Diplomacy (Cha), Endurance (Con), Dungeoneering (Wis), Insight (Wis), Perception (Wis), Bluff (Cha), Religion (Int)
Class Features: Demon Mastery, Ritual Casting, Abyssal Aspect
Strong-willed, frightening in their own right, and always surrounded by an aura of unearthly dread, Demonologists have a reputation for causing trouble wherever they go, and rightly so. The Abyss is hardly well-known for being benevolent. They walk hand-in-hand with Demons of all kinds, and they are frequently at the right hand of those such as Demogorgon and Orcus. They are unafraid to seize power from those who can offer it, and Demons have strength to spare.
Whether you are a planewalking envoy of the Abyss, an aspiring summoner who wants a little extra bang for your buck, or if you want a piece of the Abyss yourself, you are inextricably linked with the forces of darkness. And while others may despise you for it, there will never be any denying the power you wield.
Demonologist Class Features
Demonologists have the following Class Features.
Demon Mastery
You gain Abyssal as a bonus language. You gain fire resistance equal to your Charisma modifier + one-half your level.
You automatically have proficiency with a whip.*
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains two rituals of your choice that you have mastered: Call Demon (see bottom) and another 1st-level ritual.
Once per day, you can use Call Demon without expending components.
Abyssal Aspect
As a Demonologist, you have power over the denizens of the abyss in a variety of ways. Choose either Demonic Shapeshifter or Demonic Charmer. The choice you make grants you certain benefits with certain powers.
Demonic Shapeshifter
For the purposes of powers and effects that target creatures based on type, you are classified as an elemental with the (demon) subtype.
You gain the Demon Form feature.
Demon Form
Demonologist Feature
At-will - Polymorph, Fel
Minor Action (Special)
Personal
Effect: You change from your humanoid form to demon form or vice versa. While you are in demon form, you can’t use attack, utility, or feat powers that lack the demon form keyword, although you can sustain such powers.
You choose a specific form whenever you use Demon Form to transform into a Demon. The Demon Form is your size, resembles an elemental with the (Demon) subtype, and normally doesn’t change your game statistics or movement modes, except as stated below. Your equipment becomes part of your demon form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your demon form, it cannot be removed, and anything in a container that is part of your demon form is inaccessible.
While in Demon Form, you gain natural weapons that use d6 damage dice; you have a +3 proficiency bonus with these weapons. You also choose one of the following benefits:
~Gain resistance of a value equal to your charisma modifier to acid, cold, lightning, or thunder.
~Gain your charisma modifier as a power bonus to Strength, Dexterity, or Constitution.
~Gain a +2 power bonus to Speed.
~Gain a fly speed equal to your charisma modifier -1.
While in Demon Form, you take ongoing damage equal to 1/2 your healing surge value. This damage cannot be reduced, saved against, transferred, or resisted in any way.
Special: You can use this power once per round.
Demonic Charmer
You gain a +5 bonus to diplomacy and intimidate checks against demons.
When you use a whip as an implement with Fel powers with the Summoning keyword, creatures summoned by those powers gain the implement's enhancement bonus as a bonus to their attack and damage rolls.
You gain the Enslave Demon power.
Enslave Demon
Demonologist Feature
At-will - Charm, Fel
Standard Action
Range: Close burst 3
Target: One demon in burst
Attack: Charisma vs Will
Hit: 1d6+Intelligence modifier psychic damage, and the target is dominated until the end of your next turn.
21st level: 2d6+Intelligence modifier damage.
Implements
Demonologists use whips as a means of focusing their Infernal energy and as a means of controlling demons. When you wield a whip, you can add its enhancement bonus to the attack rolls and the damage rolls of demonologist powers and demonologist paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
Creating a Demonologist
Demonologists rely on Charisma, Intelligence, and Constitution. You can choose any powers you like, but most Demonologists choose powers that complement their choice of Abyssal Aspect.
Shapeshifter Demonologist
As a shapeshifter demonologist, you differ from other casters in that you love to get your hands (or claws, as the situation warrants) dirty. You're as tough as the demons you change into, and your powers lead you to striker as a secondary role. Charisma should be your highest score, since your attack powers rely on it, but make Constitution your second-highest score; you're going to need the extra hitpoints and healing surges it provides.
Suggested Abyssal Aspect: Demonic Shapeshifter
Suggested Feat: Demonic Armor (Human Feat: Toughness)
Suggested Skills: Arcana, Endurance, Perception, Intimidate
Suggested At-will Powers: Hellfire, Demonic Wrath
Suggested Encounter Power: Demonic Bloodlust
Suggested Daily Power: Aura of Hellfire
Slavemaster Demonologist
As a slavemaster demonologist, you utilize your minions' powers to great effect in battle. Your powers may lead you towards Leader as a Secondary role. Charisma should be your highest score, since your attack powers rely on it, but make Intelligence your second-highest score, as it will further your knowledge of the demons you work with.
Suggested Abyssal Aspect: Demonic Charmer
Suggested Feat: Focused Expertise (Human Feat: Durable)
Suggested Skills: Arcana, Intimidate, Diplomacy, Insight
Suggested At-will Powers: Burning Lash, Demonic Coordination
Suggested Encounter Power: Demonic Cry
Suggested Daily Power: Summon Dretch
Demonologist Powers
Your powers are Curses that call upon the fury of the Abyss to bolster yourself and your allies, while making your enemies' lives a literal hell.
Level 1 At-Will Curses
Hellfire (Demonologist Attack 1)
A black flame flies from your hand at an opponent, setting them alight and exploding around it.
At-will - Fel, Implement, Fire, Necrotic, Zone
Standard Action
Burst 1 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d6 Fire/Necrotic damage, and the burst creates a zone of black fire that lasts until the end of your next turn. Any creature that enters the zone or starts its turn next to it takes fire damage equal to your Charisma modifier.
Level 21: 2d6 Fire/Necrotic damage.
Burning Lash (Demonologist Attack 1)
Flames race across your whip, and you lash out at an unsuspecting foe.
At-will - Fel, Weapon, Fire
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be wielding a whip.
Attack: Charisma vs Reflex
Hit: 1[W] Fire damage, and you may choose to pull the target 1 square or knock it prone.
Level 21: 2[W] Fire damage, and increase the reach of the attack by 1. You may pull the target 2 squares.
Demonic Wrath (Demonologist Attack 1)
Your inner demon unleashes its fury, dealing a crippling blow to an enemy.
At-will - Fel, Demon Form, Weapon
Standard Action
Melee weapon
Target: One creature
requirement: You must be in Demon Form or wielding a whip.
Attack: Charisma vs Fortitude
Hit: 1[W]+Charisma modifier damage, and the target is slowed until the end of your next turn.
Level 21: 2[W] +Charisma modifier damage.
Demonic Coordination (Demonologist Attack 1)
You launch a ball of black energy at your target, giving your friend an opening to attack.
At-will - Fel, Implement, Necrotic
Standard Action
Ranged 10
Target: One creature an ally is adjacent to
Attack: Charisma vs Will
Hit: 1d4 necrotic damage, and your ally may make a basic melee attack against the target as a free action.
Level 21: Your ally can shift up to three squares prior to the attack. This ally may be up to four squares away from the target, as opposed to adjacent.
Level 1 Encounter Curses
Demonic Bloodlust (Demonologist Attack 1)
You lash out at your foe, infernal magicks turning his strength into yours.
Encounter - Fel, Demon Form, Weapon
Standard Action
Melee Weapon
Target: One creature
Requirement: You must be in Demon Form or using a whip.
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage, and you regain hit points equal to half the damage dealt.
Special: While in Demon Form, the Weapon damage of this attack is your Demon Form's basic melee attack. Any other special effects from the attack are not applied.
Demonic Cry (Demonologist Attack 1)
You unleash a howl imbued with raw demonic fury, causing your enemies to back away in fear while bolstering your allies' courage.
Encounter - Fel, Implement, Psychic
Standard Action
Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6+Charisma modifier psychic damage, and you push the target a number of squares equal to your Intelligence modifier. The target grants combat advantage to all allies in the burst until the end of your next turn.
Level 1 Daily Curses
Aura of Hellfire (Demonologist Attack 1)
Black fire leaps up at your feet, burning all who get too close.
Daily - Fel, Aura, Implement, Demon Form, Fire, Necrotic
Standard Action
Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier fire/necrotic damage, and you generate a 2-square aura that lasts until the end of your next turn.
Effect: An enemy that enters the aura or starts its turn there takes fire/necrotic damage equal to your Constitution modifier.
Sustain Minor: The aura persists.
Aura of Doom (Demonologist Attack 1)
You gain a terrifying countenance, distracting your enemies with fear long enough for your demon to line up an attack. Whatever is trapped within the aura soon falls.
Daily - Fel, Aura, Implement, Demon Form, Psychic
Standard Action
Close burst 2
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 1d6 + Charisma modifier psychic damage, and the target is dazed (save ends). You generate a 2-square aura that lasts until the end of your next turn.
Effect: Trigger: an enemy enters the aura or starts its turn there, and your demon or another ally is inside the aura. Your demon or ally teleports adjacent to the enemy and makes a basic melee attack against the enemy. Each ally or demon in the aura can only take advantage of this effect once per round.
Sustain Minor: The aura persists.
Summon Dretch (Demonologist Attack 1)
A small demon lurches through a fiery portal, attacking the nearest foe.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a small Dretch in an unoccupied square within range. The Dretch has a speed of 5. It has the Sickening Miasma power. You can give the dretch the following commands:
~Standard Action: Melee 1; targets one creature; Charisma vs AC; 2d6+Charisma modifier damage.
~Immediate Reaction: Close Burst 1; triggered when the Dretch drops to 0 hit points. The burst creates a zone of poison centered on the dretch that lasts until the end of your next turn. A creature that enters the zone or starts its turn there takes poison damage equal to your Intelligence modifier.
Sickening Miasma: aura 1; each enemy within the aura takes 1 damage whenever it takes a standard or move action.
Level 2 Utility Curses
Abyssal Word (Demonologist Utility 2)
You work infernal magic into your voice, lulling others into believing you.
Daily - Fel
Minor Action
Personal
Effect: You gain a +5 power bonus to your next Bluff check or Intimidate check during this encounter. If you make this check as part of a skill challenge, you gain 2 successes if the check is successful and don’t gain a failure if the check fails.
Infernal Ward (Demonologist Utility 2)
Black energy forms a cloak around your ally, shielding them from harm.
Daily - Fel
Minor Action
Ranged 5
Target: You or one ally.
Effect: Until the end of your next turn, the target gains a power bonus to AC equal to your Constitution modifier.
Cloud of Ash (Demonologist Utility 2)
A cloud of thick, black ash spews forth, obscuring you and your allies.
Daily - Fel, Zone
Standard Action
Area burst 1 within 10
Effect: The burst creates a zone of lightly obscured squares that lasts until the end of your next turn.
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum of burst 5.
Cloak of Shadows (Demonologist Utility 2)
Shadows leap up around your ally
Daily - Fel
Minor Action
Ranged 10
Target: one ally
Effect: Until the end of your next turn, the target gains a +5 power bonus to Stealth checks and doesn’t take a penalty to Stealth checks for moving more than 2 squares or running.
Sustain Minor: The effect persists if the target is within range.
Level 3 Encounter Curses
Raging Strike (Demonologist Attack 3)
Your weapon becomes wreathed in flames, and with demonic strength you toss your foes aside.
Encounter - Fel, Demon Form, Weapon
Standard Action
Melee Weapon
Target: One or two creatures
Requirement: You must be in Demon Form or using a whip.
Attack: Charisma vs Reflex
Hit: 1[W] + Charisma modifier damage, and you slide the target 2 squares
Rain of Fire (Demonologist Attack 3)
You call down a rain of fire and brimstone, hailing burning death upon your foes.
Encounter - Fel, Implement, Fire, Zone
Standard Action
Burst 3 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d10 + Charisma modifier fire damage.
Sustain Standard: You make the attack again centered on another square within the burst.
Necrotic Orb (Demonologist Attack 3)
You launch a bolt of necrotic energy at a foe and detonate it.
Encounter - Infernal, Implement, Necrotic
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma Modifier necrotic damage, and you make a secondary attack.
Burst 3, Charisma vs Fortitude, targets each enemy in burst: 2d8 + Charisma modifier damage, and the target is knocked prone.
Level 5 Daily Curses
Accursed Agony (Demonologist Attack 5)
Necrotic tendrils lash out at a single foe, making them seize up with pain that only grows with time.
Daily - Fel, Implement, Necrotic
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d8 + Charisma modifier necrotic damage, and the target takes ongoing necrotic damage equal to your Intelligence Modifier (save ends).
Effect: Each time the target fails a save to end the damage, it takes an additional 2 ongoing necrotic damage.
Curse of Feeble Body (Demonologist Attack 5)
You utter a single word in Abyssal, and all who hear it are gripped with crippling weakness that only grows in power.
Daily - Fel, Implement, Necrotic
Standard Action
Burst 2 within 10
Target: Each creature in burst
Attack: Charisma vs Fortitude
Hit: 2d6 + Charisma modifier necrotic damage, and the target is weakened until the end of your next turn. At the start of your next turn, you may make a secondary attack.
Secondary Attack: Charisma vs Fortitude
Standard Action
Hit: 1d8 + Charisma modifier necrotic damage, and the target is weakened (save ends).
Bloody Roar (Demonologist Attack 5)
The crippling wounds heed you not in the slightest, and you lash out at the enemies surrounding you with devastating power.
Daily - Fel, Weapon, Demon Form
Standard Action
Close burst 2
Target: Each creature in burst
Requirement: You must be in Demon Form or wielding a whip.
Attack: Charisma vs Reflex
Hit: 3[W] + Charisma Modifier damage.
Special: If you use this attack while bloodied, deal an additional 1[W] to each target.
Summon Carnage Demon (Demonologist Attack 5)
You call forth a bloodthirsty fiend.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a medium Evistro in an unoccupied square within range. The Evistro has a speed of 6. It has the Carnage power. You can give the evistro the following commands:
~Standard Action: Melee 1; targets one creature; Charisma + 2 vs AC; 1d8+Charisma modifier damage.
~Minor Action: Bloodied target only: Charisma vs AC; 1d6 + Charisma modifier damage.
Carnage: The Evistro gains a +1 bonus to melee attacks if it has one or more allies adjacent to it (+3 if one of these allies is its summoner). This bonus stacks with combat advantage.
Level 6 Utility Curses
Summon Guardian Demon (Demonologist Utility 6)
A statue of black steel rises out of the earth beside you, protecting you from harm.
Daily - Fel, Implement, Summoning
Minor Action
Close burst 2
Effect: You summon a Medium Guardian Demon in an unoccupied square within the burst. The guardian demon has a speed of 6 and has a +2 bonus to AC. You can give the demon the following special command:
~Immediate Interrupt: When you are targeted by a ranged or melee attack and the Guardian Demon is adjacent to you, the guardian demon becomes the target of that attack instead.
Fel Gate (Demonologist Utility 6)
You disappear in a puff of smoke, leaving only the stench of sulfur in your wake.
Daily - Fel, Teleportation
Immediate Interrupt
Personal
Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space not adjacent to an enemy.
Demonic Sight (Demonologist Utility 6)
The darkest of caverns hinder you not in the slightest. Your senses are as sharp as the demons you emulate.
Daily - Fel, Demon Form
Minor Action
Close burst 2
Effect: You gain darkvision and a +2 bonus to Perception checks until the end of the encounter.
Ward of Flames (Demonologist Utility 6)
Fire bursts into your opponent's vision, disrupting their attack.
Daily - Fel
Immediate Interrupt
Ranged 10
Trigger: An enemy within 10 squares of you makes an attack roll against an ally
Target: The triggering enemy
Effect: The target takes a –3 penalty to the triggering attack roll. If the attack hits and deals damage, you slide the ally 1 square after the damage is dealt.
Level 7 Encounter Curses
Abyssal Flame (Demonologist Attack 7)
You lob an orb of red fire at a foe that explodes into a massive sphere of flame.
Encounter - Fel, Fire, Implement
Standard Action
Area burst 2 within 20 squares
Target: Each creature within burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier fire damage.
Chains From the Abyss (Demonologist Attack 7)
Black chains spring from your hand to your foes, restraining them.
Encounter - Fel, Necrotic, Weapon, Demon Form
Standard Action
Close Blast 3
Target: Each enemy in blast
Attack: Charisma vs Reflex
Requirement: You must be in demon form or wielding a whip.
Hit: 1[W] + Charisma modifier damage. The target is restrained, and takes ongoing necrotic damage equal to your Intelligence modifier (save ends both).
Thundering Lash (Demonologist Attack 7)
You whip lashes out at a single foe, the crack of the weapon loud enough to stun your foes.
Encounter - Fel, Weapon, Thunder
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs AC
Requirement: You must be wielding a whip.
Hit: 2[W] + Charisma modifier thunder damage. You make a secondary attack.
Sec. Attack: Charisma vs Fortitude; burst 1 centered on the first target; each creature in burst.
Hit: The target is stunned until the end of your next turn.
Level 9 Daily Curses
Chaotic Blast (Demonologist Attack 9)
Power from across the Elemental Chaos twists to your will, sending a crackling bolt of raw, untamed energy flying at your foe.
Daily - Fel, Implement
Standard Action
Burst 1 within 10
Target: One creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier damage.
Effect: If you rolled an even number for the attack roll, make a secondary attack.
Secondary Attack: Charisma vs Reflex; burst 1 within 3 of any target; each creature in burst
Hit: 1d10 + Charisma modifier damage.
Effect: If you rolled an even number for the attack roll, repeat the attack.
Aura of Dread (Demonologist Attack 9)
Black energies swirl around you, subjecting your foes to the most horrifying of ailments.
Daily - Fel, Aura, Implement, Demon Form
Standard Action
Close burst 2
Effect: The burst creates an aura of dread that lasts until the end of your next turn. If an enemy enters the aura or starts its turn there, make a charisma attack versus Fortitude. If it hits, roll 2d8.
2: Nothing happens.
3: The target is petrified.
4: The target is surprised.
5: The target is dominated.
6: The target is dazed.
7: The target is slowed.
8: The target falls prone.
9: The target is deafened.
10: The target is immobilized.
11: The target is weakened.
12: The target is blinded.
13: The target takes damage equal to your constitution modifier.
14: The target is stunned.
15: The target falls unconscious.
16: Roll again twice.
These effects last until the end of your next turn.
Sustain Move: The aura persists.
Summon Barlgura (Demonologist Attack 9)
A fiery portal opens behind you, and a great beast storms out of it, plowing through your enemies.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Barlgura in an unoccupied square within range. The Barlgura has a speed of 6 and a climb speed of 6. You can give the barlgura the following commands:
~Standard Action: Melee Reach 2; targets one or two creatures, two attacks; Charisma vs AC; 1d8+Charisma modifier damage per attack.
~Opportunity Action: Melee Reach 2; one creature, Cha vs AC; 1d8 + Intelligence modifier damage.
Level 10 Utility Curses
Abyssal Armor (Demonologist Utility 10)
Your skin hardens into plates with the strength of steel.
Daily - Fel, Demon Form
Minor Action
Personal
Effect: Until the end of the encounter, while you are in demon form, you gain resistance to all damage equal to your Constitution modifier.
Retreat to the Abyss (Demonologist Utility 10)
You slip through a portal to the Abyss, returning to the world moments later, healed and in a more terrifying form than ever.
Daily - Fel, Teleportation
Move Action
Personal
Effect: You teleport to a safe place in the Abyss (well, safe for you). While you are there, you can’t take any actions other than using your second wind and demon form. At the end of your next turn or as a move action before then, you reappear in an unoccupied space within 10 squares of the space you left.
Heat Wave (Demonologist Utility 10)
The temperature of the air rises to a sweltering heat, making foes more vulnerable to your fire attacks.
Daily - Fel, Zone
Standard Action
Area burst 2 within 10 squares
Effect: The burst creates a zone of intense heat that lasts until the end of your next turn. While within the zone, any enemy gains vulnerable 5 fire and is slowed. You can end the zone as a minor action.
Sustain Minor: The zone persists, and you can increase its size by 1 up to a maximum of burst 5.
Visage of the Balor (Demonologist Utility 10)
As your enemy raises his blade against you, you momentarily take on the appearance of a Balor. Filled with fear, the opponent can only back away.
Daily - Fel, Fear
Immediate Interrupt
Close Burst 5
Trigger: An enemy within the burst makes an attack roll against you.
Target: The triggering enemy
Effect: The target takes a -2 penalty to the triggering attack roll. After the attack is resolved, you push the target 3 squares.
Level 13 Encounter Curses
Runespiral's Charged Lightning (Demonologist Attack 13)
You channel the powers of a Runespiral Demon.
Encounter - Fel, Lightning, Demon Form, Implement
Standard Action
Area burst 2 within 10 squares
Target: Each creature within burst
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier lightning damage. This attack deals 2 extra lightning damage for each creature in the burst.
Effect: Any ally damaged by this attack gains your Intelligence modifier as a bonus to attack rolls until the end of your next turn. If an ally scores a critical hit, the attack deals additional lightning damage equal to the damage that ally took.
Immolith's Fiery Grasp (Demonologist Attack 13)
Your weapon ignites with powerful flames, and you mercilessly attack an opponent, holding them in place.
Encounter - Fel, Fire, Weapon, Demon Form
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs Reflex
Requirement: You must be in demon form or wielding a whip.
Hit: 2[W] + Charisma modifier damage. If the target is up to a size category larger than you or smaller, the target is restrained, loses any resistance to fire, and takes ongoing fire damage equal to your constitution modifier (save ends all).
Special: You can affect no more than 5 creatures with this power.
Vrock's Flyby Attack (Demonologist Attack 13)
Black wings sprout from your back, and you zip past your target, lashing out at them as you move by.
Encounter - Fel, Weapon, Demon Form
Standard Action
Target: One creature
Effect: You fly up to your speed and make a basic melee attack against the target at any point during that movement. You do not provoke opportunity attacks moving away from the target of the attack. You gain flight with a speed equal to your Charisma modifier until the end of your next turn.
Special: If you are in demon form and have selected the flight benefit, you instead gain a +2 bonus to your fly speed until the end of your next turn.
Level 15 Daily Curses
Plague of Agony (Demonologist Attack 15)
You place a powerful curse upon your foes.
Daily - Fel, Implement, Necrotic
Standard Action
Burst 2 within 20
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier necrotic damage, and the target takes ongoing damage equal to your Intelligence modifier (save ends).
Effect: Each time the target fails a save to end the damage, it takes an additional 3 ongoing necrotic damage.
Demonic Drain (Demonologist Attack 15)
You rip the life from your foe, taking it for yourself.
Daily - Fel, Necrotic, Implement, Demon Form
Standard Action
Ranged 5
Target: One creature
Attack: Charisma vs Will
Hit: You spend a healing surge. The target takes damage equal to your healing surge value, and is weakened until the end of your next turn.
Sustain Standard: Repeat the attack if the target is still within range.
Summon Pod Demon (Demonologist Attack 15)
A sickening creature answers your call, spawning new minions to fight.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Pod Demon in an unoccupied square within range. The pod demon has a speed of 6. You can give the pod demon the following commands:
~Standard Action: Melee 1; one creature; Charisma vs AC; 1d6 + Intelligence modifier damage, and ongoing 3 poison damage (save ends).
~Minor Action: If a pod demon has fewer than 2 podspawn at the start of your turn, it creates a podspawn. A podspawn is a small Minion with a speed of 4. Each podspawn has 1 standard action per turn and nothing more. A podspawn can make an Charisma vs AC attack for 5 acid damage.
~Move Action: A pod demon can switch places with a podspawn within 10 squares of it.
Level 16 Utility Curses
Demonic Restoration (Demonologist Utility 16)
You fill your allies with vitality that only a demon could have.
Daily - Fel, Healing
Standard Action
Close burst 2
Target: You and each ally in burst
Effect: Each target can choose to either spend a healing surge and regain extra hit points equal to your Constitution modifier, or make a save with a bonus equal to your Constitution modifier.
Demonic Resistance (Demonologist Utility 16)
You channel the demonic ability to resist the elements.
Daily - Fel
Minor Action
Personal
Effect: You gain resistance to Acid, Cold, Lightning, or Thunder equal to your Charisma modifier + 1/2 your level until the end of the encounter.
All Turns to Ash (Demonologist Utility 16)
Your demon form becomes a hazy, smoky cloud, and you can slip through even the tiniest of cracks.
Daily - Fel, Polymorph, Demon Form
Minor Action
Personal
Effect: You become insubstantial and gain phasing until the end of your next turn.
Summon Blood Raven (Demonologist Utility 16)
You call forth a winged demon to carry you and your allies.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 5
Effect: You summon a large Blood Raven in an unoccupied square. The blood raven has a speed of fly 8 (hover). The raven has a -2 penalty to AC and reflex due to its size, however; this increases to a -4 penalty if the raven is being used as a mount. A blood raven cannot attack, and can carry no more than one medium creature or two small creatures.
Level 17 Encounter Curses
Abyssal Firestorm (Demonologist Attack 17)
Fire rains down on your foes from above, destroying all in its path.
Encounter - Fel, Fire, Implement, Zone
Standard Action
Area burst 3 within 20 squares
Effect: The burst creates a zone of raining fire that lasts until the end of your next turn. An enemy that enters the zone or starts its turn there takes 3d8 + Charisma modifier damage.
Sustain Move: The zone persists, and you can move it up to two squares in any direction.
Burning Rush (Demonologist Attack 17)
You charge forward to attack a foe, flames leaping up at your feet.
Encounter - Fel, Fire, Weapon, Demon Form, Zone
Standard Action
Personal
Effect: 3[W] + Charisma modifier damage.
Special: You use this attack at the end of a charge. Each square you passed through becomes a zone of fire that lasts until the end of your next turn. An enemy that enters a square adjacent to the zone or starts its turn there takes fire damage equal to your constitution modifier.
Level 19 Daily Curses
Immolate (Demonologist Attack 19)
You focus all of your fury on a single opponent, and they suddenly burst into flames.
Daily - Fel, Implement, Fire
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 5d12 + Charisma modifier fire damage, and ongoing 10 fire damage (save ends).
Aftereffect: The target takes ongoing 5 fire damage (save ends).
Howl of Terror (Demonologist Attack 19)
You unleash a dreadful howl, the sound of it chilling your foes to the very bone.
Daily - Fel, Implement, Demon Form, Fear, Psychic
Standard Action
Close burst 5
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 4d6 + Charisma modifier psychic damage, and you push the target a number of squares equal to your constitution modifier.
Miss: No damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Summon Hezrou (Demonologist Attack 19)
A large, almost rotund demon steps forth, eagerly answering your call.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Hezrou in an unoccupied square within range. The hezrou has a speed of 6. It has the Noxious Stench aura, and ignores difficult terrain while moving. You can give the hezrou the following commands:
~Standard Action: Melee 1; one creature, Charisma vs AC; 2d10 + Charisma modifier damage
Noxious Stench (Poison): Aura 2; enemies within the aura take a -2 penalty to attack rolls. While the summoner is bloodied, enemies are also weakened.
Level 22 Utility Curses
Shadow Form (Demonologist Utility 22)
You fade into shadows, emerging from a direction your foes could never have expected.
Daily - Fel
Minor action
Personal
Effect: Until the end of the encounter, whenever you use demon form to change into a demon, you are invisible until the end of your turn.
Vengeful Fire (Demonologist Utility 22)
Your very form alights with flame.
Daily - Fel, Fire
Minor Action
Personal
Effect: Until the end of the encounter, whenever you miss with a demonologist at-will or encounter attack power, the target takes fire damage equal to your Charisma modifier.
Abyssal Fury (Demonologist Utility 22)
A quick infusion of demonic vigor, and you are able to act with incredible speed.
Daily - Fel
Minor Action
Close burst 10
Target: You or one ally in burst
Effect: The target gains a standard action that can be used as a free action.
Level 23 Encounter Curses
Glabrezu's Blasphemous Word (Demonologist Attack 23)
A single word of immeasurable profanity flies from your lips, imbuing your malice into your enemies.
Encounter - Fel, Psychic, Demon Form, Implement
Standard Action
Close burst 5
Target: Each enemy within burst
Attack: Charisma vs Will
Hit: 2d12 + Charisma modifier psychic damage, and the target is dazed (save ends).
Special: The damage dealt by this attack bypasses damage resistance.
Soulfire (Demonologist Attack 23)
You sacrifice your own vitality, uttering a curse that sears your opponent's very soul.
Encounter - Fel, Fire, Implement
Standard Action
Ranged 20
Target: One creature
Attack: Charisma vs Will
Hit: 8d6 + Charisma modifier fire damage.
Effect: You expend a healing surge, but do not gain any hit points. Instead, you take damage equal to your healing surge value.
Chaotic Storm (Demonologist Attack 23)
Prismatic bolts of crackling energy fly from your hands, hitting many of your foes.
Encounter - Fel, Implement, Demon Form
Standard Action
Primary Target: One creature
Attack: Charisma vs Reflex
Hit: 4d6 + Charisma modifier damage.
Secondary Targets: Two creatures within 5 squares of the
primary target
Secondary Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier damage.
Tertiary Targets: All other enemies within 20 squares of
you
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Special: When you use this power, choose Fire, Cold, Acid, Lightning, or Thunder. All damage done by this power is of the type you specified.
Level 25 Daily Curses
Dagon's Abyssal Tides (Demonologist Attack 25)
A shockwave knocks your enemies off their feet, sheer magical force pinning them to the ground.
Daily - Fel, Demon Form, Implement
Standard Action
Area burst 3 within 10
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier force damage, and the target is immobilized (save ends).
Effect: You teleport a number of squares equal to your intelligence modifier.
Supreme Agony (Demonologist Attack 25)
You inflict ultimate pain on your enemy, filling him to bursting with raw, necrotic energy.
Daily - Fel, Implement, Necrotic, Demon Form
Standard Action
Burst 2 within 10
Target: Each enemy in burst
Attack: Charisma vs Fortitude
Hit: 2d12 + Charisma modifier necrotic damage, and the target takes ongoing necrotic damage equal to your Intelligence modifier (save ends).
Effect: Each time a target fails a save to end ongoing damage caused by this attack, it takes an additional 5 ongoing necrotic damage.
Aftereffect: The target is dazed until the end of your next turn.
Summon Abyssal Rotfiend (Demonologist Attack 25)
A demon seemingly made of patchwork rises to your command.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a large Abyssal Rotfiend in an unoccupied square within range. The rotfiend has a speed of 6 and a fly speed of 6(hover). For the purposes of powers that target creature types, it is an undead as well as a demon. You can give the rotfiend the following commands:
~Standard Action: Melee Reach 2; one creature, Charisma vs Reflex; 3d8 + Charisma modifier psychic damage.
~Standard Action: Ranged 10; one creature, Charisma vs Fortitude; 2d8 + Charisma modifier psychic damage, and if the target moves more than 2 squares on its turn, it takes 2d8 extra damage (save ends). If you are bloodied, the target takes the damage for moving 1 or more squares.
Level 27 Encounter Curses
Seed of Corruption (Demonologist Attack 27)
You plant a seed of demonic corruption into your foe. Soon, they become a ticking time-bomb for their allies.
Encounter - Fel, Necrotic, Implement, Demon Form
Standard Action
Ranged 10
Target: One creature
Attack: Charisma vs Fortitude
Hit: 1d10 + Charisma modifier Necrotic damage. At the end of your next turn, the target takes 3d10 + charisma modifier damage, and you make a secondary attack.
Secondary Attack: Charisma vs Reflex; close burst 5 centered on the target; all enemies in burst
Hit: 2d10 + Charisma modifier necrotic damage.
Shadowflame (Demonologist Attack 27)
Black flames fly from your hands, searing all in your path.
Encounter - Fel, Fire, Necrotic, Implement, Demon Form
Standard Action
Close blast 5
Target: Each creature in blast
Attack: Charisma vs Reflex
Hit: 5d6 + Charisma modifier fire and necrotic damage, and the target takes ongoing fire damage equal to your intelligence modifier (save ends).
Kazuul's Word of Doom (Demonologist Attack 27)
You place a powerful curse upon your foe. Whatever is struck by it soon falls.
Encounter - Fel, Implement
Standard Action
Ranged 10
Primary Target: One creature
Attack: Charisma vs Will
Effect: You and your allies can score critical hits against the target on rolls of 16-20 (save ends).
Level 29 Daily Curses
Orcus' Touch of Death (Demonologist Attack 29)
There is little in this world that can stand up to the fury of a demon lord. Your foes know this all too well.
Daily - Fel, Demon Form, Implement, Necrotic
Standard Action
Melee Weapon
Target: One creature
Attack: Charisma vs AC
Hit: 6d10 + Charisma modifier damage. If the target is slain by this damage, it comes back with 1 HP and dominated.
Dual Aspects of Demogorgon (Demonologist Attack 29)
Your mastery over demons has increased to such a level that you can channel the powers of the Demon Prince himself.
Daily - Fel, Implement, Psychic, Demon Form
Standard Action
Close blast 5
Target: Each enemy in blast
Attack: Charisma vs Fortitude
Hit: 3d10 + Charisma modifier psychic damage, and the target is unconscious (save ends).
Miss: No damage, and the target is dazed (save ends).
Summon Balor (Demonologist Attack 29)
A gigantic demon wreathed in flames arises to answer your call.
Daily - Fel, Implement, Summoning
Minor Action
Ranged 10
Effect: You summon a huge Balor in an unoccupied square within range. The balor has a speed of 8 and a fly speed of 12(clumsy). It has the Flaming Body power. The balor has a +4 bonus to AC and Fortitude, and has your hitpoints as opposed to half of your hitpoints. While commanding the balor, you have to use your actions to command it; you cannot use your own abilities.
Should the balor fall in battle, you will instead lose two healing surges. If you have no healing surges left, you take damage equal to your bloodied value. If you have one healing surge left, you will lose that healing surge and take damage equal to your healing surge value.
You can give the balor the following commands:
~Standard Action: (sword) Melee Reach 3; one creature, Charisma vs AC; 3d10 + Charisma modifier lightning damage.
~Standard Action: (whip) Melee reach 5; one creature, Charisma vs Reflex; 3d8 + Charisma modifier fire damage, and ongoing 5 fire damage (save ends). Also, the target is pulled to a square adjacent to the balor.
~Standard Action (Encounter): The balor makes a whip attack and a sword attack.
~Free Action (When the balor is reduced to 0 hit points): close burst 5; Charisma vs Reflex; 4d10 fire damage. Miss: Half damage.
Flaming Body: aura 2 (aura 3 while you are bloodied) enemies that start their turns in the aura take 10 fire damage (20 if you are bloodied).
*A whip is a one-handed superior melee reach weapon from the flail category that uses d4 damage dice. I don't know exactly which sourcebook it's in, but there are feats for it all over the place, especially in Dragon #368.