Aberrant Cultist

Medium or Small Humanoid, Neutral Evil
Initiative +7 (17)
AC 14
HP 137 (25d8 + 25)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
10
+0
+0
Dex
19
+4
+4
Con
12
+1
+1

Int
16
+3
+6
Wis
18
+4
+7
Cha
15
+2
+2

Skills Arcana +6, Perception +7, Religion +6
Senses Darkvision 90 ft., Passive Perception 17
Languages Common, Deep Speech; telepathy 30 ft.
CR 8 (XP 3 900; PB +3)

Actions

Multiattack. The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):

At will: Detect Thoughts, Minor Illusion

Tentacle Lash. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Slashing damage plus 14 (4d6) Psychic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two tentacles, and it has the Restrained condition until the grapple ends.

Mind Rot. Wisdom Saving Throw: DC 15, one creature the cultist can see within 90 feet. Failure: 27 (6d8) Psychic damage, and the target has the Poisoned condition until the start of the cultist's next turn. Success: Half damage only.

Reactions

Counterspell (2/Day). The cultist casts Counterspell in response to that spell's trigger, using the same spellcasting ability as Spellcasting.

Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with monsters such as aboleths and mind flayers or forces such as Cthulhu, Hadar, Ityak-Ortheel the Elf Eater, Nyarlathotep, malicious solar bodies, or entities from the Far Realm.
Habitat: Any
Treasure: Individual, Relics
Monster Manual 2024

  1. DnD 5.5 Monsters › Aberrant Cultist