Demon Lord (3.5e Class)
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A Demon Lord is an individual who has chosen to pursue power above all else. The Demon Lord becomes an unholy power by using dark sorcery, manipulation, and demonic binding.
Adventure: Demon Lords single-mindedly work towards ultimate power and will stop at nothing to achieve that goal.
Characteristics: Demon Lords work with demons and other evil outsiders. Over time, exposure to fell taint causes them to appear demon-like themselves. Though the change is not noticeable at first, the Demon Lord will eventually develop horns, claws, and wings.
Alignment: Demon Lords are always evil, and will lose all class abilities upon becoming non-evil. The Demon Lord will tend to seek power over outsiders with matching alignment. Lawful evil Demon Lords follow the rules of the land so that they can manipulate the masses. Chaotic evil Demon Lords cause wanton chaos and destruction without the need to remain behind the scenes.
Religion: Many Demon Lords cast their lots with Vecna, Asmodeus, Abaddon, or another potent evil power.
Background: Demon Lords generally travel in search of powers, artifacts, or outsiders that complement their collection. Mortals, particularly wizards, turn to this life because darkness is so easy and seductive. The most depraved individuals can go down this road with a smile and a carefree confidence.
Races: Humans, being versatile, make up the majority of Demon Lords. Though any race can be corrupted by the allure of evil, it is rare to see a high elf or a gnome choose the Demon Lord's path.
Other Classes: For obvious reasons, Demon Lords despise paladins and good clerics. However, Demon Lords see the usefulness of other classes, and may try to "convince" a non-evil character to accompany them. They see wizards and sorcerers as good allies who are not trying hard enough. Demon Lords prefer to travel with people of similar alignment, but have no problems hiding their true nature if that means gaining meat shields to protect their wicked lives.
Role: Squishy at worst, Demon Lords are often the crowd control in a low-level party. The Demon Lords' status-affecting spells weaken enemies so their allies can do the rest of the work. At higher levels, Demon Lords have outsiders bound to their will and can assume a more aggressive role.
Minion Death:When a summoned demon dies, it returns to its native layer and takes its material possessions with it. The Demon Lord suffers damage to their HP equal to their Constitution modifier. The demon can be re-summoned after twenty-four hours have passed.
Game Rule Information
Demon Lords have the following game statistics:
Abilities: Charisma determines how many spells a Demon Lord can cast, and how powerful those spells are. As with any caster class, a high Dexterity and Constitution improve the Demon Lord's chances of survival.
Alignment: any evil
Starting Age: Simple (As sorcerer)
Starting Gold: 3d4 gold
|Special||Spells per Day .Do not forget that the DC for the save roll is 10+the spell level+Cha mod.|
|1st||+0||+0||+0||+2||Aura of evil, Syphon Soul, Nightmares||4||—||—||—||—||—||—||—||—|
|2nd||+0||+0||+0||+3||Temporarily Enslave Demon||5||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Enslaved Demon/1, Wings||5||1||—||—||—||—||—||—||—|
|11th||+5||+3||+3||+7||Wings/Flying (poor maneuverability)||6||4||4||3||2||1||—||—||—|
Class Skills (2+ Int modifier per level; ×4 at 1st level) Bluff (Cha), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Use Magic Device (Cha).
All of the following are class features of the Demon Lord:
Weapon and Armor Proficiency: Demon Lords are proficient with simple weapons and light armor.
Darkvision: Demon Lords gain darkvision to a range of 30 feet +10 feet per class level. This stacks with any darkvision a Demon Lord already has.
Demonic Heritage: This is compulsory. At third level, wings start to grow from the Demon Lord's back. At fifth level, the Demon Lord's fingernails become claws, and horns sprout from their forehead. The Demon Lord's wings gradually grow, becoming strong enough to support flight with basic movement speed and poor maneuverability at level 11.
Spells: Demon Lords use dark magic, which is neither truly arcane nor divine. However, dark magic is considered arcane for the purposes of meeting requirements for prestige classes. Demon Lords cast spells without preparation, and have access to all spells in the class spell list once they are able to cast that level of spell. Like other arcane casters, Demon Lords incur a spell failure chance for wearing armor.
Aura of Evil (Su): Demon Lords give off an aura of evil determined by class level (as a cleric of an evil deity).
Nightmares: Sleep for Demon Lords is dreamless at best and nightmare-ridden at worst. Their natural regeneration is halved as a consequence.
Siphon Soul (Sp) A Demon Lord can remove the soul of a living enemy, materializing it into a hard stone. This spell-like ability is a ray attack with a range of 30 feet. Siphon Soul deals 1d6 necrotic damage, plus an additional 1d6 per caster level. This attack can persist on the same target between rounds, provided that the Demon Lord passes a Concentration check at the start of each turn. If the Concentration check fails, or the target is changed, then Siphon Soul is interrupted and must be repeated. Targets are allowed a Will save (DC = 10 + Demon Lord class level + CHA modifier) to halve damage. If the target is slain while Siphon Soul is in effect, the soul is immediately transformed and given to the demon lord. A Demon Lord can only hold a number of soul stones equal to their class level. If a soul beyond this limit is trapped, the oldest soul stone in the Demon Lord's possession is destroyed.
Minor Enslavement (Su): At second level, a Demon Lord can place an evil outsider under their control. Only an outsider whose hit dice do not exceed the Demon Lord's may be enslaved. The enslavement lasts for a number of rounds equal to twice the Demon Lord's Intelligence modifier. The target is entitled to a Will save (DC = 10 + Demon Lord class level + CHA modifier).
Enslaved Demon: Starting at third level, a Demon Lord can summon an evil outsider that they have permanently enslaved (see Ritual of Enslavement). The enslaved outsider retains its abilities and stats. Conjuring an enslaved outsider requires a ten-minute ritual. The Demon Lord may only have one enslaved outsider summoned at a time, but may dismiss the outsider at any time (as a paladin mount).
Wings:At third level, minor wings start to grow from the Demon Lord's back. These wings are not strong enough for flight, but they may be manipulated as any other body part may be. The Demon Lord can fly at base move speed with poor maneuverability after level eleven. By that point the Demon Lord's wings have become difficult to conceal, and prevent the use of armor that has not been modified for wings.
Claws/Horns: At fifth level, the Demon Lord grows claws upon their hands and horns upon their head. If the Demon Lord already had claws or horns, those features grow one size category larger. A Demon Lord's claw attack deals 1d4 damage, while horns deal 1d6 damage and may be used for a headbutt or gore attack. Damage for claws or horns that increased by one size category increases to next die level (1d6 and 1d8, respectively). A Demon Lord's claws and horns are Natural weapons.
Summon Nightmare: A Demon Lord can enslave a Nightmare for use as a mount (as special paladin mounts). This Nightmare does not count toward the Demon Lord's enslaved demon limit.
Corrupted Soul: At tenth level, a Demon Lord's body is extensively corrupted by evil. The Demon Lord gains the fiendish template, and uses only the hit dice from Demon Lord class levels (negate all other hit dice from race and classes).
Fiendish Apotheosis: After interacting with evil outsiders and Dark magic for so long, the Demon Lord's body is completely altered by corruption. The Demon Lord loses the fiendish template, and gains the half-fiend template.
Soul Stones Soul stones grant certain abilities when focused upon (full action). The stones' effects are determined by the Demon Lord's caster level. Lvl 1-2: stones heal one point of damage per class level. Lvl 3-4: stones grant +2 bonus to attack and damage rolls for one round. Lvl 5-6: stones grant a +4 power bonus to AC for one round. Lvl 7-8: stones give two temporary hit points per class level. Lvl 9: stones heal two hit points per class level. Once a soul stone has been used, it evaporates into nothing. Soul stones must be held in a specialized container crafted by the Demon Lord. Storage requires a ritual that takes ten minutes of meditation and a container of the appropriate size to hold the stones. Soul stones may be used as components for necromantic spells and rituals (as found in the Book of Vile Darkness and the Liber Demonica).
The Ritual of Enslavement
Before attempting to permanently enslave an evil outsider, a Demon Lord must first gain knowledge of the outsider to be summoned. The summoning circle for the Ritual of Enslavement must be drawn with the blood of an innocent, and an item that attracts the specified outsider must be used as a beacon. The enslaved outsider will be bound to a physical object, which must be present during the Ritual of Enslavement (c.f. The Slayer's Guide to Demonology). To activate the summoning circle, the Demon Lord must infuse it with a number of soul stones equal to half the hit dice of the desired outsider. The Demon Lord's summoning ritual takes 10 minutes per hit die of the outsider. If the Demon Lord is interrupted during the summoning phase, they must pass a Concentration check or a random hostile outsider will be summoned instead of the intended target (subject to the DM's judgement). If the desired evil outsider is successfully summoned onto the Demon Lord's plane, it must be slaughtered by whatever means. The summoning process in the Ritual of Enslavement prevents the summoned outsider from returning to its native plane, even after it dies. A Demon Lord completes the binding phase by connecting the outsider's corpse with the object set aside for binding. Once the outsider is bound to an object, it returns to life with no past memories and the ritual is complete. The enslaved outsider will obey its master's every command, provided the Demon Lord still has the outsider's bound object.
While this list of spells is powerful, it might not be supporting the idea of a Demon Lord some players tend to have. So it might be, at the DMs discretion of course, possible to let them choose spells for themselves and banning the learning of new spells via feats altogether. The tricky bit would be that they could choose from the arcane and divine spell list - which could be easily fixed by setting each spell to its highest minimum slot level. (e.g.: spell X is Clr 4, Src/Wiz 6 - it could only be chosen as a level six spell by the Demon Lord.)
The Epic Demon Lord
All of the following are class features of the Epic Demon Lord:
Enslaved Demon(Sp): A Demon Lord can enslave another outsider every three class levels.