# 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.