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monsters/md/creature_codex/thorned-sulfurlord.md
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monsters/md/creature_codex/thorned-sulfurlord.md
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# Thorned Sulfurlord
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*Huge* *Fiend* *chaotic evil*
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- **Armor Class:** 17 (natural armor)
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- **Hit Points:** 171 (18d12+54)
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- **Speed:** walk 20 ft.
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- **Challenge Rating:** 11 (7,200 XP)
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- **Source:** Creature Codex, page 306
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 20 (+5) | 14 (+2) | 16 (+3) | 10 (+0) | 9 (-1) | 12 (+1) |
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- **Saving Throws**: Str +9
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- **Skills:** athletics +9, perception +7
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- **Damage Vulnerabilities:** cold
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- **Damage Immunities:** fire, poison
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- **Condition Immunities:** charmed, poisoned
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- **Senses:** truesight 120 ft., passive Perception 17
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- **Languages:** Abyssal, Infernal, telepathy 120 ft.
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### Special Abilities
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- **Burning Tangle:** The ground within 10 feet of the thorned sulfurlord is difficult terrain.
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- **Hell Core:** At the start of each of the thorned sulfurlord's turns, each creature within 10 feet of the sulfurlord takes 7 (2d6) fire damage. If the thorned sulfurlord takes cold damage, this trait doesn't function at the start of its next turn.
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- **Like Calls to Like:** The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not.
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- **Root (3/Day):** As a bonus action, the thorned sulfurlord sends its roots deep into the ground. For 1 minute, the sulfurlord's speed is halved, it is immune to effects that would move it, and it can't be knocked prone.
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### Actions
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- **Multiattack:** The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks.
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- **Sulfur Slam:** Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. The target must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
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- **Fiery Spike:** Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 9 (2d8) fire damage.
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- **The World Shall Know Fire (Recharge 5-6):** The thorned sulfurlord targets a creature that has taken fire damage from it within the last minute and causes a burst of fire to expand out from that creature in a 30-foot-radius. Each creature in the area, including the target, must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
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