Thorned Sulfurlord

This fiend appears as a humanoid made from ashen twists of briar, but, instead of legs, its torso is connected to a shifting mass of twisting briar and thorns. Its visage is a wooden mask that changes from torment to malevolence to ecstasy. Its powerful hands are encircled by great clouds of yellow, sulfurous smoke. A forge-hot flame burns in its heart with enough intensity to scald living things that draw too close.

Huge fiend, chaotic evil

Armor Class 17 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 9 (-1) 12 (+1)

Saving Throws Strength +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.
Challenge 11 (7,200 XP)

Special Traits

  • 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.

About

Immolating Reclaimer. Unlike most other fiendish plants whose evil is tempered somewhat by its plant-like origins, the thorned sulfurlord is a craven destructor. Wherever it goes, it burns natural vegetation to cinders and uses this new base to promote the growth of execrable shrubs and devil boughs. It is especially fond of lairing in towns or cities that were reduced to ruins by fire, drawing power and pleasure from burned edifices.

Servant to None. The thorned sulfurlord does not respect the hierarchy of the Hells or the Abyss. It may form alliances with other fiends or evil creatures, provided the partnership furthers its desire to burn and replace the natural world. It may form a pact with a circle of dark-hearted druids, but only if it is given a large grove to immolate and seed.

Fiendish Flora

Whenever the celestial or fiendish planes intersect with the material one, there is an opportunity for a commingling of flora.

Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora’s wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible.

Carnivores. Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings. Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce.

Discord, Dismay, and Darkness. The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer’s field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.