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
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:
| 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 through 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 |
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.