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Elemental Cultist in Dungeons & Dragons 5e

Monster Manual (5.5e)

Elemental Cultist CR: 8

Small to Medium humanoid, chaotic evil
Armor Class: 16 (Chain Mail)
Hit Points: 135 (18d8 + 54) 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: Constitution +6, Wisdom +7
Skills: Arcana +5, Perception +7, Religion +5
Senses: Passive Perception 17
Languages: Common, Primordial
Challenge Rating: 8 ( 3900 XP)
Proficiency Bonus: +3
by Aurore Folny

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

  • At will: Elementalism, Mage Hand

  • 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.

    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.

    Suggested Environments

    Any Climate; Any Terrain


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