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2025-06-07 07:58:30 -05:00

2.6 KiB

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.