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.
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