Size:
Huge
Type:
Magical Beast
Form:
facultative lizard
Temper:
malicious
# App:
1
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
Magma Ball
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.
Action
Multiattack
The cherufe makes four slam attacks. Alternatively, it can throw two magma balls.
Action
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 forced prone. On a success, the creature takes half the damage and isn't forced prone.
Action
Slam
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Special
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.
Special
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/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
25 (2d6+8 plus burn)
Action
bite
25 (2d8+8 plus burn)
Special (Ex)
Fire Healing
Special (Su)
Heat (Su)

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Special
1/month
earthquake
Special
Fire Healing (Ex)
Any source that normally deals fire damage to a cherufe instead heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the cherufe to exceed its full normal hit points, it gains any excess as temporary hit points. These temporary hit points don't stack.
Special
Heat (Su)
Cherufes transfer their heat to any weapons, including their rock throwing, causing burn.
A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature's face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature's form radiates a red glow and a palpable heat as a fire rages within it.
Corrupted Keepers. The elemental anomaly that brings a lava keeper (see page 235) into the Material Plane is sometimes infused with material from the Lower Planes. As the keeper is pulled into the Material Plane, the lava that normally flows freely from it is instead trapped inside of it, and its form twists to resemble creatures from the Lower Planes. These twisted keepers are known as cherufes.
Harbingers of Ruin. The arrival of a cherufe is frequently the precursor to a devastating volcanic eruption or earthquake. Cherufe revel in the anxiety and fear humanoids feel in the face of such natural disasters, capitalizing on these feelings to their benefit.
Placated by Blood. Cherufe lair where populations are superstitious and allow these civilizations to worship them as gods of destruction. They amplify the fear and adulation of the populace with random acts of destruction. If the locals offer live sacrifices, the cherufe eagerly devour the offerings and cease their hostilities until they once again grow hungry or restless.
Elemental Nature. A cherufe doesn't require air, food, drink, or sleep.
5e SRD