Fiend Cultist

Medium or Small Humanoid, Neutral Evil
Initiative +5 (15)
AC 16
HP 127 (17d8 + 51)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
19
+4
+4
Dex
15
+2
+2
Con
16
+3
+6

Int
12
+1
+1
Wis
18
+4
+7
Cha
10
+0
+0

Skills Perception +7, Religion +4
Gear Breastplate
Senses Darkvision 90 ft. (unimpeded by magical darkness), Passive Perception 17
Languages Abyssal, Common, Infernal
CR 8 (XP 3 900; PB +3)
Actions

Multiattack. The cultist makes three Pact Axe attacks.

Pact Axe. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage plus 13 (3d8) Fire damage.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

At will: Scorching Ray (level 5 version), Thaumaturgy
2/day: Fireball (level 6 version)
Reactions

Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell's trigger, using the same spellcasting ability as Spellcasting.

Fiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals—beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy.
Habitat: Any
Treasure: Individual, Relics
Monster Manual 2024
  1. DnD 2024 Monsters › Fiend Cultist