Sources
CR
Type
Size
Alignment
Movement

Elemental Cultist

Small/Medium 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 (3,900 XP)

Spellcasting

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.

Lore

Doomsayers and Fanatics