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Habitat: Any; Treasure: Individual, Relics

Elemental cultists harness destructive natural forces to cleanse the world of civilization or prove the dominance of one element over all others. Such cultists are aligned with Elemental monsters or wicked immortals such as the Princes of Elemental Evil or the Elder Elemental Eye.

Cultist Agendas
1d6 
The Cultist Strives To ...
1
Bring about the end of a dominant order, an age, or the world.
2
Burn away the comfortable lies of reality, revealing forgotten or terrible truths.
3
Expand their faith though mind control or supernatural coercion.
4
Make global changes, like sinking the land or awakening volcanoes.
5
Remake life on a mass scale, altering other creatures’ bodies or spiritual beings.
6
Summon their deity or its herald, weapon, or realm into their world.

Occult Symbols

Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult’s icons.

Cult Symbols
1d10 
The Symbol Is... 
Depicted As ...
1
An alchemical sign
A calendar or map
2
An animal
A crest or as heraldry
3
A celestial body
An elaborate diagram
4
A deity’s icon
A metaphorical image
5
An element
A mystical being
6
An eye
Part of an equation
7
A geometric shape
A repeating pattern
8
A letter or number
A series of scratches
9
Part of a monster
A simple pictogram
10
A skull
A weapon or tool

Types of Cultists

Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship.

Cultists

Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.

Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes.
—Rites of the Cult of Elemental Evil

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.

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

At Will: Elementalism, Mage Hand

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.


Elemental Cultist

Medium or Small Humanoid, Chaotic Evil
  • Armor Class 16
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.
  • Initiative +4 (14)
STR
18 (4)
DEX
12 (1)
CON
16 (3)
INT
14 (2)
WIS
18 (4)
CHA
12 (1)
  • Saving Throws Str +4, Dex +1, Con +6, Int +2, Wis +7, Cha +1
  • Skills Arcana +5, Perception +7, Religion +5
  • Senses passive Perception 17
  • Languages Common, Primordial
  • Challenge 8 (3900 XP)
  • Habitat Any
  • Treasure Individual, Relics
  • Gear Chain Mail

Actions


  • Multiattack. The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination.
  • Elemental Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (6d6 + 4) Of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. damage.
  • Elemental Claw. Ranged Weapon Attack: +7 to hit, reach 120 ft., one target. Hit: (4d10) Of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. damage. If the target is a Medium or smaller creature, the cultist moves the target up to 10 feet straight toward or away from itself.
  • Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At Will: Elementalism, Mage Hand
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