Cultist Hierophant

Medium or Small Humanoid, Neutral
Initiative +8 (18)
AC 16
HP 144 (17d8 + 68)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
14
+2
+2
Dex
18
+4
+4
Con
18
+4
+4

Int
13
+1
+1
Wis
16
+3
+7
Cha
20
+5
+9

Skills Perception +7, Persuasion +9, Religion +5
Gear Breastplate, Holy Symbol
Senses Passive Perception 17
Languages Celestial, Common
CR 10 (XP 5 900; PB +4)

Actions

Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.

Pact Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 18 (4d8) Radiant damage.

Radiant Ray. Ranged Attack Roll: +9, range 120 ft. Hit: 31 (4d12 + 5) Radiant damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):

At will: Thaumaturgy
1/day each: Jallarzi's Storm of Radiance (level 7 version), Mass Suggestion
Cultist hierophants are leaders who oversee the lives of their underlings, dictate the edicts of the cult, and interpret their patron's will. They possess supernatural powers gained from the cult's patron, supernatural sources, or the power of their own fanaticism. These leaders know their cult's deepest secrets and often control strange relics, mystical sites, and monstrous servants.
Habitat: Any
Treasure: Individual, Relics
Monster Manual 2024

  1. DnD 5.5 Monsters › Cultist Hierophant