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5ead/monsters/md/creature_codex/thorned-sulfurlord.md
2025-06-07 07:58:30 -05:00

2.3 KiB

Thorned Sulfurlord

Huge Fiend chaotic evil

  • Armor Class: 17 (natural armor)
  • Hit Points: 171 (18d12+54)
  • Speed: walk 20 ft.
  • Challenge Rating: 11 (7,200 XP)
  • Source: Creature Codex, page 306
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 9 (-1) 12 (+1)
  • Saving Throws: Str +9
  • Skills: athletics +9, perception +7
  • Damage Vulnerabilities: cold
  • Damage Immunities: fire, poison
  • Condition Immunities: charmed, poisoned
  • Senses: truesight 120 ft., passive Perception 17
  • Languages: Abyssal, Infernal, telepathy 120 ft.

Special Abilities

  • Burning Tangle: The ground within 10 feet of the thorned sulfurlord is difficult terrain.
  • 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.
  • Like Calls to Like: The thorned sulfurlord knows if a creature within 100 feet of it is evil-aligned or not.
  • 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.

Actions

  • Multiattack: The thorned sulfurlord makes two sulfur slam attacks or two fiery spike attacks.
  • 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.
  • 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.
  • 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.