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Elemental Cultist

Small humanoid, Chaotic Evil

Armor Class 16

Hit Points 135 (18d8 + 54)

Speed 30 ft.

STR 18 (+4)
DEX 12 (+1)
CON 16 (+3)
INT 14 (+2)
WIS 18 (+4)
CHA 12 (+1)

Saving Throws CON +6, WIS +7

Skills Arcana +5, Perception +7, Religion +5

Senses passive Perception 17

Languages Common, Primordial

Challenge 8

Actions

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

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

Elemental Claw. r +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.

Reactions

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

Source

Monster Manual (2024), p. 87