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.
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.
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