Charge. If the cherufe moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Magic Resistance. The cherufe has advantage on saving throws against spells and other magical effect.
Immutable Form. The cherufe is immune spells or magical effects that cause it to change shape against its will.
Molten Body. Creatures that hit the cherufe with a melee attack take 3 (1d6) fire damage.
Cauterizing Wounds. The cherufe has supreme control over the temperature of its body and the strength of its blows. Any attacks it makes can be made non-lethally.
Legendary Resistance (3/day). If the cherufe fails a saving throw, it can choose to succeed instead.
Multiattack. The cherufe makes two molten greatclub attacks and one magma gore attack.
Molten Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage plus 9 (2d8) fire damage.
Magma Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage.
Spew Lava. (Recharge 6) The cherufe releases a stream of molten rock from within its body in a 15-foot cone. Creatures within range must succeed on a DC 17 dexterity saving throw or take 42 (12d6) fire damage or half as much on a successful save.
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 its turn.
Molten Stride. The cherufe moves up to half its speed. This movement does not provoke attacks of opportunity.
Molten Greatclub. The cherufe makes a single molten greatclub attack.
Compressive blast (Costs 2 actions) The cherufe compresses the heat within its body before releasing it in a burst. Creatures within 10 feet of the cherufe must succeed on a DC 17 strength saving throw or take 12 (2d6) fire damage and be pushed back 10 feet and knocked prone. Creatures that succeed on the saving throw take half damage and are not knocked prone.
Description
The cherufe is a hulking monstrosity of rock, flame, and bone. Usually topped by the skull of an ox or other horned creature, this beast is roughly humanoid in shape, though it towers over most beings at just under 12 feet tall. It has a long, muscular looking torso and powerful legs that end in flame wreathed hooves. Its horns are scalding hot and filled, along with the rest of its body, with burning, molten rock.
Its skin appears to be made up of volcanic obsidian, with shattered lines cracking throughout it of coursing lava, giving its body a glow as well as an incredibly high ambient temperature. This can be altered as the cherufe sees fit, but given its naturally aggressive nature, it is mostly roiling and unbearably hot.
Lair and Lair Actions
Cherufe make their lairs on volcanoes and other places with geothermal activity. A cherufe needs little else beyond its a sustainable pool of lava and the minerals it requires for sustenance. The cherufe is not a clever creature so it is not uncommon for it to be chased out of several locations by local populace before finally settling on a location to call home.
Lair Actions
On initiative count 20 (losing initiative ties), the cherufe takes a lair action to cause one of the following effects; the cherufe can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the cherufe can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the cherufe. Each creature other than the cherufe on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the cherufe can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a cherufe’s lair is warped by the cherufe's presence, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the cherufe’s lair.
- Sulfur geysers form around the cherufe's lair.
- Volcanic activity increases significantly near the cherufe's lair causing small eruptions that rain ash and small stones within 6 miles of the lair.
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