Fiend Cultist

Monster Manual (2025) p. 87

Size
Small
Type
humanoid
Alignment
neutral evil
AC
16
Initiative
5
Hit Points
127 (17d8+51)
Speed
walk 30 ft.
Saving Throws
Wis +7, Con +6
Skills
Perception +7, Religion +4
Senses
darkvision 90 ft. (unimpeded by magical darkness)
Passive Perception
17
Languages
Abyssal, Common, Infernal
Challenge
8
Lineage
Cultist
Environment
any
STR
19
+4
DEX
15
+2
CON
16
+3
INT
12
+1
WIS
18
+4
CHA
10
+0

Traits

Proficiency Bonus

+3

Gear

Breastplate

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure. Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

Size

Small, Medium

Actions

Multiattack

The cultist makes three Pact Axe attacks.

Pact Axe

Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Slashing damage plus 13 (3d8) Fire damage.

Spellcasting

The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

  • At will: Scorching Ray (level 5 version), Thaumaturgy
  • 2/day: Fireball (level 6 version)

Reactions

Hellish Rebuke

The cultist casts Hellish Rebuke in response to that spell's trigger, using the same spellcasting ability as Spellcasting.

Spells

Scorching Ray [5.5e], Thaumaturgy [5.5e], Fireball [5.5e]

Other data

description

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.

Cultist Agendas:

1d6The Cultist Strives To...
1Bring about the end of a dominant order, an age, or the world.
2Burn away the comfortable lies of reality, revealing forgotten or terrible truths.
3Expand their faith through mind control or supernatural coercion.
4Make global changes, like sinking the land or awakening volcanoes.
5Remake life on a mass scale, altering other creatures' bodies or spiritual beings.
6Summon 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:

1d10The Symbol Is... Depicted As...
1An alchemical sign A calendar or map
2An animal A crest or as heraldry
3A celestial body An elaborate diagram
4A deity's icon A metaphorical image
5An element A mystical being
6An eye Part of an equation
7A geometric shape A repeating pattern
8A letter or number A series of scratches
9Part of a monster A simple pictogram
10A skull A weapon or tool

Cult Members: Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. Any cult might have the following sorts of members.

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.

Fiend Cultist: Fiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals—beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy.