Small/Medium humanoid, chaotic evil
- Armor Class
- 16
- Hit Points
- 135 (18d8 + 54)
- Speed
- 30 ft.
- Challenge
- 8 (3,900 XP)
- Saving Throws
- Con +6, Wis +7
- Skills
- Arcana +5, Religion +5, Perception +7
- Senses
- passive Perception 17
- Languages
- Common, Primordial
Actions
The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
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.
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
The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. The cultist gives itself Resistance to that instance of damage and gains 10 Temporary Hit Points.
Spellcasting
The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):