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Cherufe

Huge · Elemental · CR 14 · Chaotic Evil

Armor Class
19 (natural armor)
Hit Points and Hit Dice
161 (14d12+70)
Challenge Rating CR
14

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
10
+0
CON
21
+5
INT
8
-1
WIS
14
+2
CHA
6
-2

Overview

Category Monsters
Size Huge
Type Elemental
Alignment Chaotic Evil
XP 11500
Initiative Bonus +0

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Burrow 40 ft (12.2 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Tremorsense 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Strength +11 Constitution +10

Skills

Perception +7

Languages

Ignan, Terran

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, prone

Traits

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

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.

Magma Ball

+11 to hit, range 60/240 ft (18.3/73.2 m). Hit: 3d10+6 plus 2d10 fire damage.

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.

Multiattack

The cherufe makes four slam attacks. Alternatively, it can throw two magma balls.

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.

Slam

+11 to hit, reach 10 ft (3 m). Hit: 4d6+6 bludgeoning damage.

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.

About Cherufe

Cherufe is a huge elemental with a Challenge Rating of 14. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 161 hit points (derived from 14d12+70).

Cherufe has communication capabilities including Ignan, Terran. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Cherufe

2 tips available

When using Cherufe in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 40 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Cherufe

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 40 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 14.

Solo Encounter:

A single character of level 18 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 21,000 XP
  • Hard: 31,500 XP
  • Deadly: 42,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Cherufe?
Cherufe has a Challenge Rating of 14, making it appropriate for parties of level 14.0.
What type of creature is Cherufe?
Cherufe is a Huge Elemental, which affects how certain spells and abilities interact with it.
What languages does Cherufe speak?
Cherufe can communicate in Ignan, Terran.

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