Blistering Flare (Recharges after a Long Rest). If the cherufe would be reduced to 0 hit points, it splits open down the middle, revealing the flame within. Creatures within 60 ft. must succeed a DC 26 Dexterity saving throw or take 36 (8d8) fire damage or half as much on success. The cherufe's current hit point total resets to 200 hit points, it recharges Searing Flame, and it regains any expended uses of Legendary Resistance. Additionally, the cherufe can now use the options in the “Mythic Actions” section for 1 hour.
Heated Body. A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 22 (4d10) fire damage.
Illumination. The cherufe sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/day). If the cherufe fails a saving throw, it can choose to succeed instead.
Siege Monster. The cherufe deals double damage to objects and structures.
Multiattack. The cherufe makes two claw attacks.
Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) force damage and 11 (2d10) fire damage.
Searing Flame (recharge 6). The cherufe unleashes a 300 foot cone of searing hot fire. Each creature within the cone must make a DC 26 Constitution saving throw, taking 84 (24d6) fire damage on a failed save, or half as much on a successful one.
The cherufe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The cherufe regains spent legendary actions at the start of their turn.
Claw. The cherufe makes a claw attack.
Move. The cherufe moves up to its speed.
Flame Wall (Costs 2 Actions). The cherufe casts wall of fire.
If the cherufe's Blistering Flare trait has activated in the last hour, it can use the options below as legendary actions.
Magma Burst (Costs 3 Actions). The cherufe ejects a burst of magma at a point it can see within 60 ft. Creatures within 20 ft. of that point must succeed a DC 26 Dexterity save or take 28 (8d6) fire damage, or half as much on success. At the point where the magma landed an elemental is summoned. Roll a d6, on a 1 the summoning fails, on a 2-3, 2d4 Magma Mephit are summoned, on a 4-5, 1d4 Azer are summoned, and on a 6 a Fire Elemental is summoned. The summoned elemental takes its turn directly after the cherufe.
Comments