Large Elemental, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +7, WIS +6, CHA +7
Damage Immunities Fire
Senses Darkvision 120 ft., Passive Perception 12
Languages Ignan, Terran
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Elemental Demise. If the cherufe dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the cherufe was wearing or carrying.

Innate Spellcasting. The cherufe's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good,detect magic, stone shape
3/day each: [spell]passwall[/spell], move earth, tongues
1/day each: [spell]conjure elemental[/spell] (earth elemental only), [spell]gaseous form[/spell], invisibility, phantasmal killer, plane shift, wall of stone

Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The cherufe makes two fist attacks or two maul attacks.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

Hurl Magma. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Monster Tags: Genie

Habitat: DesertMountain

MichalJerchel

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