Elemental Cultist

Medium or Small Humanoid, Chaotic Evil
Initiative +4 (14)
AC 16
HP 135 (18d8 + 54)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
18
+4
+4
Dex
12
+1
+1
Con
16
+3
+6

Int
14
+2
+2
Wis
18
+4
+7
Cha
12
+1
+1

Skills Arcana +5, Perception +7, Religion +5
Gear Chain Mail
Senses Passive Perception 17
Languages Common, Primordial
CR 8 (XP 3 900; PB +3)
Actions

Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.

Elemental Flail. Melee Attack Roll: +7, reach 5 ft. Hit: 25 (6d6 + 4) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder.

Elemental Claw. Ranged Attack Roll: +7, range 120 ft. Hit: 22 (4d10) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the target is a Medium or smaller creature, the cultist moves the target up to 10 feet straight toward or away from itself.

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

At will: Elementalism, Mage Hand
Reactions

Elemental Absorption (1/Day). Trigger: The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. Response: The cultist gives itself Resistance to that instance of damage and gains 10 Temporary Hit Points.

Elemental cultists harness destructive natural forces to cleanse the world of civilization or prove the dominance of one element over all others. Such cultists are aligned with Elemental monsters or wicked immortals such as the Princes of Elemental Evil or the Elder Elemental Eye.
Habitat: Any
Treasure: Individual, Relics
Monster Manual 2024
  1. DnD 2024 Monsters › Elemental Cultist