JUMP TO:
🃏 Dandelo Drater — Character Sheet
Loading…
Dandelo Drater
Jester 6 · Human · Chaotic Evil · Devotee of Demogorgon
Player
Race
Alignment
Deity
Level
Age / Gender
Height / Weight
Eyes / Hair / Skin
Ability Scores
Combat Statistics
HIT POINTS
MAX
CURRENT
40
NON-LETHAL
ARMOR CLASS
INITIATIVE
BASE ATTACK BONUS
SPEED
Grapple
Spell Res.
DR
XP
Saving Throws
FORTITUDE
REFLEX
WILL
CONDITIONAL
Attacks
Armor & Protection
ARMOR NAME
TYPE / AC BONUS
MAX DEX / CHECK PEN
SPELL FAIL / WEIGHT
SHIELD
OTHER / NATURAL
Feats
Performance Uses/Day
MAX / DAY
SAVE DC
USES
Money & Encumbrance
PP
GP
SP
CP
Weight Carried
L/M/H Load
Languages
Skills Max: /
Skill (★=class)AbilTotalRanksMisc
* = armor check penalty · Skill pts lvl 6: 81
Spells Known & Per Day
Session Notes & Conditions
Equipment & Magic Items
🎭 Cap of the Two Voices — Head · 1,600 gp
Twin bells that never ring in harmony.
• At will: Ghost Sound & Ventriloquism (CL 3)
• 1/day: Hideous Laughter (DC 13+Cha)
⚠ Will DC 12 after use or −2 Concentration & Listen 10 min
🌀 Cloak of the Split Audience — Shoulders · 2,000 gp
Mirrored faces — one weeping, one roaring.
• 1/encounter: Mirror Image aura 15-ft radius
• Allies: +2 Bluff & Perform
⚠ Each image pop: nearby foes Will DC 10 or shaken 1 rnd
🧤 Gloves of Mocking Grace — Hands · 1,000 gp
Fingertips twitch on their own when idle.
• +5 Perform (Comedy) & Sleight of Hand
• Mage Hand at will (free action)
• 1/day swift: −2 morale on enemy's next attack
⚠ After 3 morale uses: −1 attack for 10 min
🔮 Bauble of the Howling Court — Wondrous · 400 gp
One of Demogorgon's heads listens through it.
• 1/day: Yes/no Augury (riddles & laughter)
• 5% chance wrong head answers (misleading)
⚔ The Grinning Needle — +1 Rapier · ~7,200 gp · 2 lb · Crit 18–20/×2
Mirror-bright rapier curved like a crooked smile; victims hear laughter when struck. Faint Enchantment & Illusion (CL 5).
CUTTING JEST (Su)
Hit vs. Dex-denied: Will DC 13 or −2 attacks/skills/Conc 2 rnds. Phantasm.
PUNCHLINE DELAY (Su)
1/encounter: Will DC 13 at target's next turn start or dazed 1 rnd. Success: −2 Will saves 1 rnd.
STAGE PRESENCE
+2 Bluff & Perform while wielding. Feint success: +1 to weapon DCs (max DC 14).
NEW / ADDITIONAL ITEMS
Poisons — click cells to edit
PoisonSavePrimarySecondary
Small Centipede PoisonFort DC 111d2 Dex (1 rnd)
Black Adder VenomFort DC 111d6 Con (immediate)1d6 Con (1 turn later)
Blue WhinnisFort DC 14Unconscious 1 rndUnconscious 2d4 hrs
[new poison]
Active Class Abilities
📖 Jester Class — Dragon Compendium
Class Overview

The Jester is an arcane trickster who casts spontaneously from a personal spell list. Spell DCs are Charisma-based; Jesters ignore material component costs on their own list. Performance uses = Jester level per day.

Hit Die:d6
Alignment:Any Chaotic
Skill Points:6 + Int/level
Spell DC:10 + Spell Level + Cha mod
Casting Stat:Charisma (min 10 + spell level)
Casting Type:Spontaneous arcane
Armor:Light + all shields (no tower)
Weapons:Simple + rapier, sap, short sword, shortbow, whip
Level Progression & Spells Per Day
LvlBABFortRefWill0th1st2nd3rd4th5th6thSpecial
1+0+0+2+22Audacity +1, Performance (Fascinate, Inspiring Quip, Taunt)
2+1+0+3+331Bonus Feat: Deflect Arrows*
3+2+1+3+332
4+3+1+4+4321
5+3+1+4+4332Audacity +2; swap 1 spell known
6+4+2+5+5332Bonus Feat: Snatch Arrows*; Calming Performance
7+5+2+5+53331
8+6/+1+2+6+63332Swap 1 spell known
9+6/+1+3+6+63332Performance (Buffoonery)
10+7/+2+3+7+733331Audacity +3; Bone Rattler
11+8/+3+3+7+733332Swap 1 spell known
12+9/+4+4+8+833332Performance (Vicious Lampoon)
13+9/+4+4+8+8333331
14+10/+5+4+9+9333332Swap 1 spell known
15+11/+6+5+9+9333332Audacity +4; Vexing Dialogue
16+12/+7+5+10+103433331
17+12/+7+5+10+103443332Swap 1 spell known
18+13/+8+6+11+113444332Performance (Scathing Wit)
19+14/+9+6+11+113444433
20+15/+10+6+12+123444443Audacity +5; swap 1 spell
Class Features by Level
1st
PASSIVE Jester's Audacity (Ex)
+1 dodge bonus to AC (increases to +2 at 5th, +3 at 10th, +4 at 15th, +5 at 20th). Cannot exceed the jester's Charisma modifier.
PERFORMANCE Jester's Performance — 1×/day per level
Standard action to start; free/move to maintain. Cannot cast spells or activate items by word/completion while performing. Deaf jester: 20% failure chance.
PERFORMANCE Fascinate (Sp)
Requires: 3+ ranks Perform (comedy)
1 creature within 90 ft (+ 1 per 3 levels beyond 1st). Will save DC 10 + ½ level + Cha. Failure: fascinated up to 1 round/level, −4 Spot/Listen. Enchantment (Compulsion), mind-affecting, language-dependent.
PERFORMANCE Inspiring Quip (Su)
Requires: 3+ ranks Perform (comedy)
Immediate action on enemy miss. All allies within 30 ft gain +2 morale to attacks vs. that foe for the encounter.
PERFORMANCE Taunt (Su)
Requires: 3+ ranks Perform (comedy)
60 ft range. Will DC 10 + ½ level + Cha. Failure: +1 morale to attacks, −2 AC; target must charge/move toward jester next turn. Free action to maintain. Mind-affecting, language-dependent.
2nd
BONUS FEAT Deflect Arrows
Requires: 5+ ranks Perform (comedy)
Granted automatically. Once per round, Reflex DC 20 to deflect a ranged attack. Must have one hand free.
5th
PASSIVE Audacity +2 & Spell Swap
Audacity improves to +2. Starting at 5th level and every 3 levels thereafter, the jester may replace one known spell with another from the Jester spell list.
6th
BONUS FEAT Snatch Arrows
Requires: 9+ ranks Perform (comedy)
Granted automatically. Upgrades Deflect Arrows — the jester catches incoming missiles instead of merely deflecting them.
PERFORMANCE Calming Performance (Su)
Requires: 9+ ranks Perform (comedy); targets already Fascinated
Shifts all currently Fascinated creatures to Friendly attitude toward jester, allies, and each other. Lasts 10 min/level. Mind-affecting, language-dependent.
9th
PERFORMANCE Buffoonery (Su)
Requires: 12+ ranks Perform (comedy)
One target within 30 ft. Will DC 10 + ½ level + Cha or loses Dexterity bonus to AC (treated as flat-footed). New save each round. Free action to maintain. Mind-affecting, language-dependent.
10th
PASSIVE Audacity +3 & Bone Rattler (Ex)
Audacity improves to +3. Additionally, Performance abilities now affect intelligent undead (those with Int scores), who gain +2 on saves. Non-intelligent undead remain immune.
12th
PERFORMANCE Vicious Lampoon (Su)
Requires: 15+ ranks Perform (comedy)
All enemies within 60 ft who can hear. Will DC 10 + ½ level + Cha or −2 to attack rolls, skill checks, ability checks, and saving throws for up to Jester level rounds. Move action to maintain. Mind-affecting, language-dependent.
15th
PASSIVE Audacity +4
Jester's Audacity improves to +4.
PERFORMANCE Vexing Dialogue (Su)
Requires: 18+ ranks Perform (comedy)
One target must make Concentration checks opposed by the jester's Perform (comedy) to cast spells or use supernatural abilities. Lasts 1 round; usable once per target per encounter. Mind-affecting, language-dependent.
18th
PERFORMANCE Scathing Wit (Su)
Requires: 21+ ranks Perform (comedy)
One target. Will DC 10 + ½ level + Cha. Failure: penalty to attack rolls and saves equal to the jester's Charisma bonus for up to ½ jester level rounds. Move action to maintain. Mind-affecting, language-dependent.
20th
PASSIVE Audacity +5 & Final Spell Swap
Audacity reaches its maximum of +5 (still capped by Cha modifier). Final spell swap at 20th level.
Spells — Dragon Compendium List
0th Level (Cantrips)
Create WaterConjuration (Creation)
Save:NoneRange:CloseTarget:Up to 2 gal/levelDuration:Instantaneous
Conjures clean water. Can fill containers or douse small fires.
Dancing LightsEvocation [Light]
Save:NoneRange:MediumTarget:Up to 4 lights or 1 shapeDuration:1 min (concentration)
Creates up to four floating orbs of torchlight or one glowing humanoid shape. Move 100 ft/round as a move action.
DazeEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 10+Cha)Range:CloseTarget:One humanoid 4 HD or lessDuration:1 round
Target can take no actions for 1 round but is not helpless. Only affects humanoids ≤4 HD.
Detect MagicDivination
Save:NoneRange:60-ft coneTarget:All auras in coneDuration:Concentration, 1 min/lvl
Round 1: presence. Round 2: number/strength of auras. Round 3: school. Blocked by 1 ft stone or 1 in. metal.
FlareEvocation [Light]
Save:Fort negates (DC 10+Cha)Range:CloseTarget:One creatureDuration:1 minute
Burst of light; failed save = dazzled (−1 attacks) for 1 minute.
LightEvocation [Light]
Save:Will negates (if held)Range:TouchTarget:Object touchedDuration:10 min/lvl
Object glows like a torch (20-ft bright, 20-ft shadowy). Countered by equal-level Darkness.
Mage HandTransmutation
Save:NoneRange:CloseTarget:One object ≤5 lbsDuration:Concentration
Telekinetically moves objects ≤5 lbs at 15 ft/round. Cannot attack or apply meaningful force.
MendingTransmutation
Save:Will negates (harmless)Range:10 ftTarget:One object ≤1 lbDuration:Instantaneous
Repairs minor breaks in small nonmagical objects. Cannot restore magical properties.
Open/CloseTransmutation
Save:Will negates (object)Range:CloseTarget:One openable objectDuration:Instantaneous
Opens or closes an unlocked door, chest, or window. Locked objects get a Will save.
PrestidigitationUniversal
Save:None (generally)Range:10 ftTarget:See textDuration:1 hour; 3 effects active
Clean/soil, chill/warm, color/flavor, sensory impression, light/snuff candle, small mark. Harmless. The quintessential jester cantrip.
1st Level
Animate RopeTransmutation
Save:NoneRange:MediumTarget:One rope ≤50 ftDuration:1 round/lvl
Animates a rope to entangle, restrain, or trip. Grapple check = caster level + 5. Can tie knots or move the rope.
BaneEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:50-ft burst (caster)Target:All enemies in burstDuration:1 min/lvl
All enemies in burst: −1 morale to attack rolls and saves vs. fear. Counters/dispels Bless.
Cause FearNecromancy [Fear, Mind-Affecting]
Save:Will partial (DC 11+Cha)Range:CloseTarget:One living creature ≤5 HDDuration:1d4 rnds (fail) / 1 rnd (success)
Fail: frightened 1d4 rounds. Success: shaken 1 round (−2 on attacks/saves/checks).
Charm PersonEnchantment (Charm) [Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:CloseTarget:One humanoidDuration:1 hour/lvl
Target regards caster as a trusted friend. Will not obey suicidal commands. Ends if jester harms target.
Color SprayIllusion (Pattern) [Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:15-ft coneTarget:All in coneDuration:Varies by HD
≤2 HD: unconscious 2d4 rnds + blinded 1d4 rnds + stunned 1 rnd. 3–4 HD: blinded + stunned. 5+ HD: stunned 1 rnd.
CommandEnchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:CloseTarget:One living creatureDuration:1 round
One-word command: Approach, Drop, Fall, Flee, or Halt. Target obeys immediately. Language-dependent.
Disguise SelfIllusion (Glamer)
Save:Will disbelief (if interacted with)Range:PersonalTarget:SelfDuration:10 min/lvl (D)
Alters apparent appearance — height, weight, features, clothing. Cannot change creature type. Physical interaction allows a Will save to see through.
DoomNecromancy [Fear, Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:MediumTarget:One living creatureDuration:1 min/lvl
Target is shaken (−2 morale to attacks/saves/checks) for the duration. Excellent sustained debuff.
Entropic ShieldAbjuration
Save:NoneRange:PersonalTarget:SelfDuration:1 min/lvl
20% miss chance on all ranged attacks against the jester (including ranged touch and magic missiles).
Expeditious RetreatTransmutation
Save:NoneRange:PersonalTarget:SelfDuration:1 min/lvl
+30 ft to base land speed. Stacks with Haste.
Feather FallTransmutation
Save:Will negates (harmless)Range:CloseTarget:1 creature or object/lvlDuration:Until landing (max 1 rnd/lvl)
Slows descent to safe 60 ft/round. Can be cast as an immediate action outside the jester's turn.
GreaseConjuration (Creation)
Save:Ref or fall; Balance DC 10 to move (DC 11+Cha)Range:CloseTarget:One object or 10-ft squareDuration:1 round/lvl
Slippery grease on surface or object. Reflex or fall prone on entry. Balance DC 10 each round or fall. Can cause dropped items.
HypnotismEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:CloseTarget:Up to 2d4 HD of creaturesDuration:2d4 rounds (D)
Fascinates creatures totaling 2d4 HD. Targets answer one-word questions honestly. Caster may issue one Suggestion (new Will save +2).
JumpTransmutation
Save:None (harmless)Range:TouchTarget:Creature touchedDuration:1 min/lvl (D)
+10 competence to Jump checks (or +20 at CL 5, +30 at CL 9). No running start required.
Nystul's Magic AuraIllusion (Glamer)
Save:Will negates (object) / disbeliefRange:TouchTarget:Object ≤5 lbs/lvlDuration:1 day/lvl (D)
Alters detected magical aura. Can make non-magical appear magical, or mask an item's true aura. Identify must beat Will save or receive false info.
Remove FearAbjuration
Save:Will (harmless)Range:CloseTarget:1 creature + 1 per 4 levelsDuration:10 minutes
+4 morale vs. fear for 10 min. Already-frightened targets get new save +4 to remove condition.
Silent ImageIllusion (Figment)
Save:Will disbelief (DC 11+Cha)Range:LongTarget:Image up to 4×4×4 ft/lvlDuration:Concentration
Visual illusion only — no sound, smell, or texture. Moveable as a move action. Physical interaction allows Will save.
SleepEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 11+Cha)Range:MediumTarget:Creatures in 10-ft burst; ≤4 HDDuration:1 min/lvl
Lowest HD affected first. Sleeping creatures are helpless. Awakened by noise, damage, or standard action.
Tasha's Hideous LaughterEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 11+Cha); +4 if different type than casterRange:CloseTarget:One creatureDuration:1 round/lvl
Target falls prone, overcome with laughter — takes no actions, loses Dex to AC. New Will save each round. The signature jester offensive spell.
Undetectable AlignmentAbjuration
Save:Will negates (harmless)Range:CloseTarget:One creature or objectDuration:24 hours
Conceals alignment from all divination spells for 24 hours. Ideal for infiltrating law-aligned organizations.
VentriloquismIllusion (Figment)
Save:Will disbelief (DC 11+Cha)Range:CloseTarget:Voice to one locationDuration:1 min/lvl (D)
Voice appears to come from any point in range. Listeners who suspect magic may save to disbelieve.
2nd Level
Alter SelfTransmutation
Save:NoneRange:PersonalTarget:SelfDuration:10 min/lvl (D)
Become any Small/Medium humanoid of equal or fewer HD. Gains physical qualities but not extraordinary/supernatural abilities.
BlurIllusion (Glamer)
Save:None (no Will vs. blur effect)Range:TouchTarget:Creature touchedDuration:1 min/lvl (D)
20% miss chance on all attacks against target. Cannot be overcome by closing eyes. True Seeing negates.
Daze MonsterEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 12+Cha)Range:MediumTarget:One living creature ≤6 HDDuration:1 round
Like Daze but works on any creature type up to 6 HD. One round of inaction — very efficient slot usage.
Eagle's SplendorTransmutation
Save:Will (harmless)Range:TouchTarget:Creature touchedDuration:1 min/lvl
+4 enhancement to Charisma. Boosts all Cha-based skills, spell DCs, performance uses, and performance DCs for the duration.
EnthrallEnchantment (Charm) [Language-Dependent, Mind-Affecting]
Save:Will negates (DC 12+Cha)Range:MediumTarget:Any number in rangeDuration:1 hour or until broken
≤4 HD: automatically enthralled (no save). Higher HD save normally. Enthralled creatures stand still and listen, −4 Perception. Overt threat ends for all.
Fog CloudConjuration (Creation)
Save:NoneRange:MediumTarget:Fog 20-ft radius, 20 ft highDuration:10 min/lvl
Thick fog heavily obscures sight beyond 5 ft. Ranged attacks through fog have 20% miss chance. Wind disperses it.
GlitterdustConjuration (Creation)
Save:Will negates blindness (DC 12+Cha); outline permanentRange:MediumTarget:10-ft burstDuration:1 rnd/lvl (blind); permanent (outline)
All in burst: outlined (as Faerie Fire — no invisibility/concealment). Failed save: blinded 1 round/level. Outline has no save and persists indefinitely.
InvisibilityIllusion (Glamer)
Save:Will (harmless)Range:TouchTarget:Creature or objectDuration:1 min/lvl (D); ends on attack/spell
Target invisible — 50% miss chance on attacks against it, +2 to attack rolls. Ends on attacking or casting.
Mirror ImageIllusion (Figment)
Save:NoneRange:PersonalTarget:SelfDuration:1 min/lvl
1d4 + 1 per 3 levels (max 8) illusory duplicates. Attackers may hit an image instead of the real jester. Images destroyed by hits. Best low-level defensive spell available.
PyrotechnicsTransmutation
Save:Will neg. (blindness) or Fort neg. (choking) — DC 12+ChaRange:LongTarget:One fire sourceDuration:1d4+1 rounds (fireworks) / min (smoke)
Fireworks: blind 120-ft radius (Will neg.). Smoke: 20-ft radius, −4 attacks/saves/checks, Fort neg. Requires existing fire source.
Rope TrickTransmutation
Save:NoneRange:TouchTarget:One rope ≤30 ftDuration:1 hour/lvl
Rope rises into extradimensional space. Up to 8 creatures can hide inside. Opening and rope are invisible from outside. Occupants can see out.
Touch of IdiocyEnchantment (Compulsion) [Mind-Affecting]
Save:None (touch attack required)Range:TouchTarget:Living creatureDuration:10 min/lvl
Melee touch attack deals 1d6 to Intelligence, Wisdom, and Charisma simultaneously. No save. Perfect anti-caster tool.
3rd Level
ConfusionEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 13+Cha)Range:MediumTarget:All in 15-ft burstDuration:1 round/lvl
d%: 01–10 attack caster; 11–20 act normally; 21–50 do nothing; 51–70 flee; 71–100 attack nearest. Re-rolls each round. The jester's masterpiece of chaos.
Crushing DespairEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 13+Cha)Range:30-ft coneTarget:All in coneDuration:1 min/lvl
−2 to attacks, saves, ability checks, skill checks, and damage rolls. Wide-cone debuff affecting every enemy in front of the jester.
DisplacementIllusion (Glamer)
Save:Will disbelief (doesn't overcome miss chance)Range:TouchTarget:Creature touchedDuration:1 round/lvl (D)
50% miss chance on all attacks. Cannot be overcome by blindsight. Only True Seeing removes it. Strongest defensive illusion at this tier.
Gaseous FormTransmutation
Save:Will (harmless)Range:TouchTarget:Willing creatureDuration:2 min/lvl (D)
Target becomes mist — fly 10 ft (perfect), pass through cracks, immune to non-magical attacks. Cannot attack or cast. Equipment drops. The ultimate escape.
HasteTransmutation
Save:Fort (harmless)Range:CloseTarget:1 creature/lvl (no two 30+ ft apart)Duration:1 round/lvl
Extra move action/round, +1 attack, +1 Reflex, +1 AC (dodge), +30 ft speed. Counters/dispels Slow. One of the best party buffs in the game.
Invisibility SphereIllusion (Glamer)
Save:Will (harmless)Range:PersonalTarget:Caster + all within 10 ftDuration:1 min/lvl
Invisibility for the entire party at once. Creatures leaving 10 ft become visible; returning become invisible. Only the attacker loses invisibility on attacking.
RageEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 13+Cha)Range:MediumTarget:1 creature/3 lvlsDuration:Concentration + 1 round
+2 Str, +2 Con, +1 Will, −2 AC. Unwilling targets that fail attack nearest creature (friend or foe). Casting on multiple enemies can cause mass friendly fire.
4th Level
Hold MonsterEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 14+Cha)Range:MediumTarget:One living creatureDuration:1 round/lvl (D)
Paralyzes any living creature. Target is helpless — flat-footed, melee attacks auto-confirm crits. New save each round.
Minor CreationConjuration (Creation)
Save:NoneRange:0 ftTarget:Object of vegetable matter ≤1 cu ft/lvlDuration:1 hour/lvl (D)
Creates cloth, rope, wood, or similar vegetable matter. Cannot serve as a weapon. Ideal for props, ladders, or replacement costume pieces.
Modify MemoryEnchantment (Compulsion) [Mind-Affecting]
Save:Will negates (DC 14+Cha)Range:CloseTarget:One creatureDuration:Permanent
Permanently alters up to 5 min of memory from the last day per caster level. Requires 1 minute of concentration to implant. Target fully believes the altered memory.
Rainbow PatternIllusion (Pattern) [Mind-Affecting]
Save:Will negates (DC 14+Cha)Range:MediumTarget:All in 20-ft burst (up to 24 HD)Duration:Concentration + 1 rnd/lvl
Fascinates up to 24 HD of creatures. Move pattern 30 ft/round to lead fascinated creatures. New save if moved out of range.
Solid FogConjuration (Creation)
Save:NoneRange:MediumTarget:Fog 20-ft radius, 20 ft highDuration:1 min/lvl
Movement reduced to 5 ft/round, −2 attack and damage. Obscures beyond 5 ft. Cannot be dispersed by wind. Superior area denial vs. Fog Cloud.
5th Level
FeeblemindEnchantment (Compulsion) [Mind-Affecting]
Save:Will partial (DC 15+Cha); arcane casters −4Range:MediumTarget:One creatureDuration:Instantaneous
Fail: Intelligence and Charisma permanently reduced to 1. Cannot cast spells, communicate, or use Int/Cha abilities. Only Heal/Wish/Miracle can restore.
Mass SuggestionEnchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Save:Will negates (DC 15+Cha)Range:MediumTarget:1 creature/lvl (no two 30+ ft apart)Duration:1 hour/lvl or until completed
Suggestion spell affecting up to one creature per caster level simultaneously. Each saves individually. Must be reasonably phrased. Language-dependent.
SeemingIllusion (Glamer)
Save:Will disbelief (DC 15+Cha)Range:CloseTarget:1 creature/2 lvlsDuration:12 hours (D)
Disguises each affected creature differently. Lasts 12 hours without concentration. Ideal for prolonged infiltration of the entire party.
6th Level
Otto's Irresistible DanceEnchantment (Compulsion) [Mind-Affecting]
Save:Will partial each round (DC 16+Cha)Range:TouchTarget:Living creatureDuration:1d4+1 rounds
Target dances uncontrollably — loses Dex to AC, −4 AC, attackers +4 to hit, 20% spell failure. New Will save each round. The most thematically perfect jester spell in existence.
Project ImageIllusion (Shadow)
Save:Will disbelief (DC 16+Cha)Range:MediumTarget:One illusory duplicateDuration:1 round/lvl (D)
Perfect illusory duplicate of caster. Cast spells through it — all effects appear to originate from the image. Attacks pass through harmlessly. Requires line of sight to maintain.
Geas/QuestEnchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Save:NoneRange:CloseTarget:Any living creatureDuration:Until discharged
Binds a creature to carry out a service or refrain from an action. No save — any HD. Ignoring the quest deals −3 to all ability scores per week. Ended by Heal, Break Enchantment, or similar.
👁️ Thrall of Demogorgon — Prestige Class
Thrall of Demogorgon
Prestige Class · Book of Vile Darkness · Adapted to 3.5e
"The dual-lived, dual-willed prince of the Abyss, master of the mysterious and king of the deviants, Demogorgon, you are my lord!" — Qill
Source: Book of Vile Darkness, p. 36
Class Overview & Entry Requirements

A perversion of mortal life — the Thrall has accepted the demonic so wholly they can no longer be counted as a member of their original race. At 1st, 4th, 7th, and 10th level the character gains both a bonus feat AND +1 effective caster level.

Hit Die:d8
Alignment:Chaotic Evil (required)
Skill Points:4 + Int/level
DC Formula:10 + class level + Cha mod
BAB Required:+4
Feats Required:Thrall to Demon (Demogorgon), Willing Deformity
Skills Required:Know. (religion) 2, Know. (planes) 4, Know. (other) 2
Special:Must cast 1st-level spells OR sneak attack +1d6; Feast of the Self ritual
Level Progression
LvlBABFortRefWillSpecialBonus/CL
1+1+2+0+2Scaly Flesh +1, HypnosisFeat + +1 CL
2+2+3+0+3Touch of Fear
3+3+3+1+3Reaching Touch
4+4+4+1+4Dual Actions, Scaly Flesh +2Feat + +1 CL
5+5+4+1+4Summon Minor Demon
6+6+5+2+5Rotting Touch
7+7+5+2+5Scaly Flesh +3Feat + +1 CL
8+8+6+2+6Two Personas, Death Touch
9+9+6+3+6Summon Major Demon
10+10+7+3+7Demogorgon's Will, Scaly Flesh +4Feat + +1 CL
Class Features by Level
1st Level
PASSIVE Scaly Flesh (Ex)
+1 natural armor bonus to AC. Improves to +2 at 4th, +3 at 7th, +4 at 10th.
SP · 1/DAY Hypnosis (Su) — Gaze Attack
Effect identical to the hypnotism spell delivered as a gaze attack with 30-ft range. Will DC: 10 + class level + Cha. Up to 2d4 HD fascinated; caster may issue one Suggestion (+2 to resisting save).
DM APPROVED Bonus Feat and +1 Spellcasting Level
Gains both a bonus feat and +1 effective caster level. Running total: +1 CL, 1 feat.
2nd Level
SU · 3/DAY Touch of Fear (Su)
Melee touch attack. Will DC: 10 + class level + Cha. Fail: target frightened 1d4 rounds. Success: target shaken 1 round.
3rd Level
SU · 3/DAY Reaching Touch (Su)
Arms stretch unnaturally, granting +5 ft reach for 1 round. Free action to activate. Applies to all melee attacks that round.
4th Level
SU · 2/DAY Dual Actions (Su)
Take two full rounds' worth of actions in a single round. Stacks with Haste. No saving throw — personal supernatural ability.
DM APPROVED Bonus Feat and +1 Spellcasting Level (4th)
Running total: +2 CL, 2 bonus feats.
5th Level
SP · 1/DAY Summon Minor Demon (Sp) — ≤5 HD
Summons any demon of 5 HD or less. Available: Manes, Dretch, Quasit, Rutterkin, Bar-lgura, Jovoc, Chasme. See Demon Bestiary.
6th Level
SU · 3/DAY Rotting Touch (Su)
Melee touch attack deals 1d6 Constitution damage. No saving throw — only a successful touch attack is needed.
7th Level
DM APPROVED Bonus Feat and +1 Spellcasting Level (7th)
Running total: +3 CL, 3 bonus feats.
8th Level
EX · PERMANENT Two Personas (Ex)
Two effects: (1) Multiclass freely with no XP penalties. (2) When subjected to a mind-affecting attack, make two saving throws — both must fail for the effect to take hold.
SU · 1/DAY Death Touch (Su)
Fort DC: 10 + class level + Cha. Fail: instant death. Success: 3d6 + class level hit point damage.
9th Level
SP · 1/DAY Summon Major Demon (Sp) — ≤10 HD
Summons any demon of 10 HD or less. New options: Abyssal Skulker, Babau, Succubus, Kelvezu, Palrethee, Vrock, Hezrou. See Demon Bestiary.
10th Level
SP · 1/DAY Demogorgon's Will (Sp)
Spend 3 full rounds in prayer for a limited wish. Duplicates any spell 7th level or lower. XP cost applies (300–1,500 XP).
DM APPROVED Bonus Feat and +1 Spellcasting Level (10th)
Grand total: +4 CL and 4 bonus feats across the full prestige class.
Ability Quick-Reference
AbilityGainedUses/DaySave TypeEffect on Fail
Scaly Flesh1stPassiveNone+1/+2/+3/+4 natural armor
Hypnosis1st1WillFascinated; Suggestion eligible
Touch of Fear2nd3WillFrightened 1d4 rnds; shaken 1 rnd on success
Reaching Touch3rd3None+5 ft reach for 1 round
Dual Actions4th2NoneTwo full rounds of actions in one round
Summon Minor Demon5th1NoneDemon ≤5 HD (CL 15 equiv.)
Rotting Touch6th3None1d6 Con damage (touch attack)
Two Personas8thPassiveN/AFree multiclassing; double saves vs mind effects
Death Touch8th1FortInstant death; 3d6+level on success
Summon Major Demon9th1NoneDemon ≤10 HD (CL 15 equiv.)
Demogorgon's Will10th1NoneLimited Wish (3-round cast; XP cost applies)
Demon Bestiary — Summonable Demons
Standard Tanar'ri Traits: Immunity to electricity & poison · Resistance acid/cold/fire 10 · Darkvision 60 ft · Telepathy 100 ft · Weapons treated as chaotic-evil for DR
⚔ Minor Demons — ≤5 HD (Available from 5th Level)
ManesSmall Outsider · CR 1 · 1 HD · Book of Vile Darkness
A bloated, pale humanoid ~3 ft tall. Hairless, crawling with maggots, weeping eyes. When destroyed, dissolves into an acidic vapor cloud.
The lowest of demonkind — barely intelligent cannon fodder. Their value is purely in numbers and the toxic cloud on death.
HD / HP1d8 (4 hp)
AC14 (touch 11, FF 14)
Speed20 ft
Attacks2 claws +2 (1d3) / bite +0 (1d4)
SavesFort +2, Ref +2, Will −2

STR/DEX/CON10 / 10 / 10
INT/WIS/CHA3 / 3 / 3
DR5/magic

Acidic Cloud (Ex): On death, dissolves into a noxious vapor cloud dealing acid damage to nearby creatures.
DretchSmall Outsider · CR 2 · 2 HD · Monster Manual
Squat hunchback, 4 ft / 60 lbs. Pale rubbery flesh, bristly hairs, pulsing varicose veins. Slanted eyes, squashed nose, cracked yellow teeth.
Cannon fodder demons that rely on stinking cloud and numbers. Cowardly — will flee toward stronger demons rather than die.
HD / HP2d8+4 (13 hp)
AC16 (touch 11, FF 16)
Attacks2 claws +4 (1d6+1) / bite +2 (1d4)
SavesFort +5, Ref +3, Will +3

STR/DEX/CON12 / 10 / 14
DR / SR5/cold iron or good · SR 11

Spell-Like Abilities: At will — darkness, scare, telekinesis; 1/day — stinking cloud (DC 13).
QuasitTiny Outsider · CR 3 · 3 HD · Monster Manual
Tiny at 1.5 ft / 8 lbs. Green leathery skin, bat wings, two stubby horns, large glowing red/amber eyes. Needle-sharp claws slick with pale venom.
Natural spy and corruptor. Cowardly but cunning; strikes from invisibility and flees when outmatched.
HD / HP3d8 (13 hp)
AC18 (touch 15, FF 15)
Speed20 ft, fly 50 ft (perfect)
Attacks2 claws +8 (1d3−1 + poison) / bite +3 (1d4−1)
SavesFort +3, Ref +6, Will +4

DR / SR5/cold iron or good · SR 5
Fast Healing2

Poison (Ex): Claw — Fort DC 11, initial/secondary 1d4 Con damage.
Spell-Like Abilities: At will — detect good, detect magic, invisibility (self); 1/day — cause fear, commune.
RutterkinMedium Outsider · CR 3 · 3 HD · Book of Vile Darkness
Squat, deformed humanoid with mottled green-grey skin and patches of exposed bone. Milky white eyes, oversized fanged mouth, disproportionately long arms.
Failed demons — manes that survived without truly ascending. Spiteful and violent; cannot be reasoned with.
HD / HP5d8+10 (32 hp)
AC18 (touch 12, FF 16)
AttacksDouble axe +5/+5 (1d8+2/1d8+1) or 2 claws +7 (1d6+2)
SavesFort +6, Ref +6, Will +5

DR / SR5/silver · SR 14

Spell-Like Abilities: At will — darkness, cause fear, telekinesis; 1/day — desecrate. CL 6th.
Bar-lguraMedium Outsider · CR 5 · 4 HD · Book of Vile Darkness
Powerful demonic ape-man with extraordinarily long knuckle-dragging arms. Skin cycles through mottled greens and greys like a chameleon. Moves with unnerving silence.
Ambush predator — teleports above prey, drops in a pouncing charge, and grips with improved grab.
HD / HP6d8+18 (45 hp)
AC22 (touch 14, FF 18)
Speed40 ft, climb 20 ft
Attacks2 claws +10 (1d6+4) / bite +5 (1d8+2)
DR / SR10/cold iron or good · SR 16

Pounce (Ex): Full attack on a charge.
Spell-Like Abilities: At will — greater teleport (self+50 lbs), chaos hammer, shatter, telekinesis.
JovocMedium Outsider · CR 4 · 4 HD · Monster Manual II
Short, pudgy humanoid ~4.5 ft with deep bruised purple-black skin covered in lumps and carbuncles. Pure white eyes, no pupils. Mouth too wide for its face.
Defined entirely by its retribution aura — every blow against it immediately damages the attacker.
HD / HP4d8+12 (30 hp)
AC17 (touch 10, FF 17)
Attacks2 claws +7 (1d6+3) / bite +2 (1d4+1)
DR10/good

Retribution Aura (Su): Any creature dealing HP damage to the jovoc takes the same damage immediately. No save.
Taint (Su): Creatures the jovoc kills rise as dretches 1d4 rounds later.
ChasmeLarge Outsider · CR 6 · 5 HD · Book of Vile Darkness
Nightmarish fusion of humanoid and giant fly, ~8 ft tall. Compound eyes, proboscis mouth, two pairs of large wings. Wings produce a resonant drone. Wounds from its bite continue to bleed indefinitely.
Harasser and attrition demon. Sleep-inducing drone incapacitates groups before it descends to feed.
HD / HP9d8+36 (76 hp)
AC26 (touch 12, FF 23)
Speed30 ft, fly 50 ft (perfect)
Attacks2 claws +12 (1d8+4) / bite +10 (1d6+2) / gore +10 (1d6+2)
DR / SR20/magic · SR 23

Drone (Su): Full-round; 60-ft spread; Will DC 16 or asleep 2d10 rounds (no HD limit).
Wounding (Ex): Bite causes 1 hp/round bleeding per wound until healed.
☠ Major Demons — ≤10 HD (Available from 9th Level)
Abyssal SkulkerMedium Outsider · CR 5 · 6 HD · Monster Manual II
Wiry and lean, ~5 ft. Form shifts at the edges like living shadow. Skin deep charcoal, indistinguishable from darkness. Moves in absolute silence.
The consummate spy. Highest Hide/Move Silently of any summonable demon, sneak attack damage, and free teleport.
HD / HP6d8+6 (33 hp)
AC17 (touch 13, FF 14)
Attacks2 claws +8 (1d6+2) / bite +3 (1d4+1)
DR5/good

Sneak Attack (Ex): +2d6 damage when flanking or target denied Dex to AC.
Skills: Hide +16, Move Silently +16.
BabauMedium Outsider · CR 6 · 7 HD · Monster Manual
Gaunt and skeletal, 6–7 ft / 140 lbs. Jet black leathery hide stretched tight over bones. Single curved horn. Deep red glowing eyes. Entire body coated in glistening caustic red slime.
Premier assassin demon. Lurks invisibly, flanks, delivers sneak attacks, then melts back into darkness.
HD / HP7d8+35 (59 hp)
AC19 (touch 11, FF 18)
Attacks2 claws +12 (1d6+5) / bite +7 (1d6+2)
DR / SR10/cold iron or good · SR 14

Sneak Attack (Ex): +2d6 damage when flanking or Dex-denied.
Protective Slime (Su): Weapons striking babau take 1d8 acid. Unarmed attackers take same.
Spell-Like Abilities: At will — darkness, dispel magic, see invisibility, greater teleport; 1/day — wrack.
SuccubusMedium Outsider · CR 7 · 7 HD · Monster Manual
Stunning and statuesque with flawless skin. Large leathery bat wings (12-ft span). Eyes glow with sinister predatory intent. In disguise, indistinguishable from a mortal.
Premier infiltration asset. Energy drain kiss, at-will charm and suggestion, and perfect disguise make it unmatched for social manipulation.
HD / HP6d8+6 (33 hp)
AC20 (touch 11, FF 19)
Speed30 ft, fly 50 ft (average)
DR / SR10/cold iron or good · SR 18

Energy Drain (Su): Kiss bestows 1 negative level + Suggestion (Will DC 21). Fort DC 21 to remove.
Spell-Like Abilities: At will — charm monster (DC 22), detect good/thoughts, ethereal jaunt, polymorph, suggestion (DC 21), greater teleport; 1/day — unholy blight.
KelvezuMedium Outsider · CR 8 · 8 HD · Monster Manual II
Tall and angular, ~6.5 ft. Composed of living shadow — semi-transparent even in solid form. Smooth featureless face except for two deep-set pale violet glowing eyes.
The ultimate anti-caster demon. Becomes incorporeal at will to bypass all defenses, and its Wisdom drain erodes spellcasters' mental fortitude.
HD / HP8d8+16 (52 hp)
AC18 (touch 14, FF 15)
Attacks2 claws +11 (1d6+3 + Wis drain)
DR10/good

Incorporeal (Su): At will, free action. Immune to all nonmagical attacks; pass through solid matter.
Wisdom Drain (Su): Claw drains 2d4 Wis (permanent drain — restoration required).
PalretheeMedium Outsider · CR 7 · 8 HD · Monster Manual II
A tall, broadly built demon wreathed entirely in guttering orange-red flames. The charred black body beneath is roughly humanoid. Leaves scorched footprints wherever it walks.
A living weapon of attrition. Melee attackers risk fire damage in return, and grappling it is suicidal.
HD / HP8d8+24 (60 hp)
AC20 (touch 12, FF 18)
Attacks2 slams +12 (1d8+4 + 1d6 fire)
DR / SR10/good · SR 16
ImmunityFire (complete)

Flame Body (Su): Natural weapon strikes on palrethee: 1d6 fire damage to attacker. Grappling: 2d6 fire/round.
VrockLarge Outsider · CR 9 · 10 HD · Monster Manual
Eight feet tall, 500 lbs. Monstrous humanoid vulture — hooked beak, red-rimmed eyes, crest of filthy black feathers. Wings span 12 ft of matted oily plumage.
Most powerful standard demon at this tier. Spore clouds, stunning screech, and flight create immediate area control.
HD / HP10d8+70 (115 hp)
AC22 (touch 11, FF 20)
Attacks2 claws +15 (2d6+6) / bite +13 (1d8+3) / 2 talons +13 (1d6+3)
DR / SR10/good · SR 17

Spores (Ex): Every 3 rounds; 5-ft radius; 1d8 on release, then 1d2/round for 10 rounds.
Stunning Screech (Su): 1/hour; 30-ft radius; Fort DC 17 or stunned 1 round.
HezrouLarge Outsider · CR 11 · 10 HD · Monster Manual
Massive toad-like demon, 8 ft tall / 750 lbs. Warty mottled green-black skin. Head nearly all mouth — a vast maw of irregular fangs. Tiny red eyes, hands and feet end in powerful talons.
The toughest pure melee demon available — 138 hit points, stench aura that renders most opponents helpless, and improved grab.
HD / HP10d8+93 (138 hp)
AC23 (touch 9, FF 23)
AttacksBite +14 (4d4+5) / 2 claws +9 (1d8+2)
DR / SR10/good · SR 19

Stench (Ex): 10-ft radius; Fort DC 17 or nauseated while in range + 1d4 rounds after.
Improved Grab (Ex): On bite hit, free grapple attempt without AoO.
Source: Dragon Compendium p.36 (Jester) · Book of Vile Darkness (Thrall of Demogorgon) · Monster Manual & supplementals (Demon stats) · All DCs = 10 + Spell/Class Level + Cha modifier · DM house rule: Thrall gains both feat and +1 CL at advancement levels.
SPELL REFERENCE