Cherufe
Huge Elemental chaotic evil
- Armor Class: 19 (natural armor)
- Hit Points: 161 (14d12+70)
- Speed: walk 40 ft. burrow 40 ft.
- Challenge Rating: 14 (11,500 XP)
- Source: Tome of Beasts 2, page 61
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
21 (+5) |
8 (-1) |
14 (+2) |
6 (-2) |
- Saving Throws: Str +11, Con +10
- Skills: perception +7
- Damage Immunities: fire, poison
- Damage Resistances: acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: exhaustion, paralyzed, petrified, poisoned, prone
- Senses: darkvision 60 ft., tremorsense 120 ft., passive Perception 17
- Languages: Ignan, Terran
Special Abilities
- Firewalker: When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn.
- Internal Flame: A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius.
Actions
- Multiattack: The cherufe makes four slam attacks. Alternatively, it can throw two magma balls.
- Slam: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
- Magma Ball: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.
- Fissure: The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface.
- Quake (Recharge 6): The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone.
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