Cherufe
A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the tor
- Armor class
- 19
- Hit points
- 161
- Challenge
- 14
- Creature type
- Elemental
- Size
- Huge
- Alignment
- chaotic evil
A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._
Corrupted Keepers. The elemental anomaly that brings a Open Game License
Stat block
- Cha
- 6
- Con
- 21
- Dex
- 10
- Int
- 8
- Str
- 22
- Wis
- 14
- Speed
- Walk: 40; Burrow: 40
- Senses
- darkvision 60 ft., tremorsense 120 ft., passive Perception 17
- Skills
- Perception: 7
- 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.
- Languages
- Ignan, Terran
- Saving throws
- Strength: 11; Constitution: 10
- Damage immunities
- fire, poison
- 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.
- Damage resistances
- acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- exhaustion, paralyzed, petrified, poisoned, prone
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).