Enemies and bosses
HP, damage per hit, the XP a kill gives your gun, and resistances. A resistance of 100% means the effect does nothing; a negative value means extra damage.
Headshots deal ×1, eye hits ×1.5, throat ×0.75, body ×0.5 and limbs ×0.25 of a bullet’s damage, and the part you hit decides which organ can drop. Every boss has damage gates since 1.0, so a single huge hit cannot skip a phase. Strategies for each boss are in the boss guide.
Showing 49 enemies
Bosses and mini-bosses

- Caves; Goblins faction
- HP 5000; 25 damage per hit (ranged); 30 XP
- Armour: Sludge
- Frost 95%
- Fire 75%
- Light 75%
- Dark 75%
- Poison 75%
- Electricity 100%
- Explosion 75%
- Earth 75%
- Charm 100%

- Castle; The Black Guild faction
- HP 8000; 60 XP
- Fire 100%
- Freeze 100%
- Charm 100%
- Petrify 100%
- Earth 100%
- Bleed 100%

- Forest; The Craw faction
- HP 13000; 80 XP
- Frost 100%
- Fire -20%
- Earth 100%
- Charm 100%
- Bleed 100%
- Petrify 100%





- Town; The Black Guild faction
- HP 400; 15 damage per hit (ranged); 10 XP
- Armour: Mask
- Charm 100%

- Hedge Maze; The Corrupted faction
- HP effectively unkillable; 15 damage per hit (melee); 20 XP
- Poison 100%
- Frost 100%
- Electricity 100%
- Fire 100%

Novanian Guard
1.0 values- Dungeon, Castle; The Black Guild faction
- HP 2000; 25 damage per hit (ranged); 16 XP
- Armour: Helmet
- Electricity Immune
Other enemies

Apparition
1.0 values- Caves, Town, Sewers; Ghosts faction
- HP 120; 25 damage per hit; 4 XP
- Charm 100%
- Frost 100%
- Explosion 100%
- Fire 100%
- Poison 100%
- Dark 100%
- Punish 100%










- Caves, Town, Sewers, Castle, Desert; The Haradrians faction
- HP 650; 20 damage per hit; 30 XP
- Armour: Mask

- Caves, Town, Sewers; Ghosts faction
- HP 250; 20 damage per hit; 8 XP
- Charm 100%
- Frost 100%
- Explosion 100%
- Fire 100%
- Poison 100%
- Dark 100%
- Punish 100%

- Caves; Ghosts faction
- HP 120; 4 damage per hit (melee); 1 XP
- Electricity 100%
- Frost 100%
- Poison 100%

- Caves, Town, Sewers; The Black Guild faction
- HP 200; 25 damage per hit (ranged); 5 XP
- Armour: Mask

- Town, Castle; The Black Guild faction
- HP 400; 15 damage per hit (ranged); 10 XP
- Armour: Mask

- Town, Sewers, Dungeon; The Black Guild faction
- HP 200; 17 damage per hit (melee); 5 XP





Rifleman
1.0 values- Town; The Black Guild faction
- HP 200; 15 damage per hit (ranged); 7 XP
- Armour: Mask

- Sewers, Forest; The Corrupted faction
- HP 240; 20 damage per hit (ranged); 2 XP
- Poison 100%
- Drowning 10,000

Corrupted Guildsman
1.0 values- Sewers; The Corrupted faction
- HP 500; 25 damage per hit (melee); 8 XP
- Poison 100%
- Drowning 10,000

- Sewers; The Corrupted faction
- HP 400; 20 damage per hit (ranged); 8 XP
- Poison 100%
- Drowning 10,000

- Sewers; The Corrupted faction
- HP 120; 25 (Swimming); 15 (Leap) damage per hit (melee); 2 XP
- Poison 100%

- Sewers, Forest; The Corrupted faction
- HP 240; 25 damage per hit (melee); 2 XP
- Poison 100%
- Drowning 10,000

- Dungeon, Castle; The Black Guild faction
- HP 300; 50 damage per hit (melee); 9 XP
- Armour: Mask










- Desert; Hellshrews faction
- HP 400; 25 (Rifle); 15 (Melee) damage per hit; 12 XP

- Desert; Hellshrews faction
- HP 320; 25 (Rifle); 5 (SMG) damage per hit (ranged); 20 XP

- Desert; Hellshrews faction
- HP 400; 20 (no spin); 8 (spin) damage per hit; 10 XP
Sources
- SULFUR Wiki: Enemies and enemy pages (CC BY-SA 4.0), retrieved 2026-11-12.
- SULFUR 1.0 release notes: boss damage gates; Corrupted Guildsman 500 HP; Cultist Rifleman 15 damage; Apparition 120 HP and 25 damage; Goblin Barrel Boy 650 HP.
- Patch 1.0.1: Novanian Guard gives 16 XP and is immune to electricity.
- SULFUR Wiki: Gameplay: hitbox damage multipliers and organ drops.
