Monster
Elemental Cultist
Official reference · XMM · 2024
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 16
- Hit points
- 135 (18d8 + 54)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Alignment
- Chaotic Evil
- Strength
- 18
- Dexterity
- 12
- Constitution
- 16
- Intelligence
- 14
- Wisdom
- 18
- Charisma
- 12
- Passive Perception
- 17
- Initiative
- +4
- Saving Throws
- con: +6; wis: +7
- Skills
- arcana: +5; perception: +7; religion: +5
- Languages
- Common, Primordial
Actions
Multiattack
The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
Elemental Flail
Melee Attack: +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: +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)
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.
The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
At will: Elementalism, Mage Hand