Elemental Cultist

Small or Medium Humanoid, Chaotic Evil
MM'24

AC 16

HP 135 (18d8 + 54)

Speed 30 ft.

STR

18 (+4)

Save +4

DEX

12 (+1)

Save +1

CON

16 (+3)

Save +6

INT

14 (+2)

Save +2

WIS

18 (+4)

Save +7

CHA

12 (+1)

Save +1

Saving Throws CON +6, WIS +7

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

Senses Passive Perception 17

Languages Common, Primordial

CR 8

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.