Cherufe

Huge Elemental, chaotic evil (CR 14)

Armor Class 19 natural armor

Hit Points 161 (14d12+70)šŸŽ²

Speed 40 ft., burrow 40 ft.


STR

22 (+6)

DEX

10 (+0)

CON

21 (+5)

INT

8 (-1)

WIS

14 (+2)

CHR

6 (-2)


Skills perception 7

Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17

Languages Ignan, Terran

Challenge Rating 14

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 fissureā€™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 isnā€™t knocked prone.


sizeHuge

typeElemental

group

alignmentchaotic evil

strength_save11

dexterity_save

constitution_save10

intelligence_save

wisdom_save

charisma_save

perception7

damage_vulnerabilities

damage_resistancesacid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiesfire, poison

condition_immunitiesexhaustion, paralyzed, petrified, poisoned, prone

cr14

reactions

legendary_desc

legendary_actions

special_abilitiesname: Firewalker,desc: 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.,name: Internal Flame,desc: 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.

spell_list

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document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 61
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ā† Chernomoi Child Of The Briar ā†’