Cherufe

Huge monstrosity, neutral evil

Armor Class 16 (natural armor)
Hit Points 189 (18d12+72)
Speed 40 ft., swim 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 19 (+4) 11 (+0) 14 (+2) 11 (+0)

Saving Throws Str +11, Dex +6, Con +9
Skills Perception +7
Damage Immunities fire
Damage Vulnerabilities cold
Senses darkvision 60 ft., passive Perception 17
Languages Common
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Fire Healing. Whenever the cherufe is subjected to fire damage, it takes no damage and regains a number of hit points equal to the fire damage dealt.
  • Rubble Stalker. The cherufe does not spend extra movement to move through difficult terrain caused by rock, rubble, and earth, including the effects of its own Seismic Disturbance.

ACTIONS

  • Multiattack. The cherufe attacks three times: twice with its claws and once with its bite.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage plus 7 (2d6) fire damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/240 ft., one target. Hit: 18 (3d8+5) bludgeoning damage plus 7 (2d6) fire damage.
  • Seismic Disturbance (Recharge 6). An intense tremor rips through the ground in a 100-foot-radius circle centered on the cherufe and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a DC 19 Constitution saving throw. On a failed save, the creature’s concentration is broken. Each creature on the ground in the area other than the cherufe must make a DC 19 Dexterity saving throw. On a failed save, the creature is forced prone. There can be additional effects depending on the terrain in the area, as determined by the GM. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is forced prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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