Elemental Cultist
Small or Medium Humanoid, Chaotic EvilAC 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.