Huge monstrosity, neutral evil

Armor Class 18 (obsidian scales)
Hit Points 327 (19d12 + 114) Speed 50 ft., swim 30 ft.

19 (+4) 13 (+1) 22 (+6) 11 (+0) 14 (+2) 11 (+0)

Saving Throws Con +12
Skills Athletics +10, Perception +8
Damage Resistance(s) bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities fire
Damage Vulnerabilities cold
Senses darkvision 60 ft., passive Perception 18
Languages Common
Challenge 18 (20,000 XP)


  • Fiery Aura. An aura of intense heat surrounds a cherufe. All creatures within 5 feet of the cherufe take 3 (1d6) points of fire damage at the beginning of the cherufe’s turn. It can suppress or activate this aura at will as a reaction.
  • Fiery Blood. A creature striking a cherufe with a melee weapon attack with a slashing or piercing weapon takes 3 (1d6) points of fire damage unless they succeed a DC 18 Dexterity saving throw.
  • Legendary Resistance (3/Day). If the cherufe fails a saving throw, it can choose to succeed instead.


  • Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 48 (8d10 + 4) slashing damage plus 38 (7d10) fire damage.
  • Fiery Boulder. Ranged Weapon Attack: +7 to hit, 20/60 ft., one target. Hit: 44 (8d10) bludgeoning damage plus 44 (8d10) fire damage.


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.

  • Ashfall (Costs 2 Actions). The cherufe can create an ashstorm that blinds all creatures except for itself within 30 feet of it unless they succeed a DC 18 Constitution saving throw. This area also becomes difficult terrain. These effects last until the beginning of the cherufe’s next turn.
  • Explosive Rock. A cherufe can infuse a thrown rock with part of its fiery essence. The rock explodes in a burst of fire dealing 10 (2d6) points of fire damage to all creatures in a 20-foot radius. Creatures in this area can attempt a DC 18 Dexterity saving throw to halve this damage.
  • Lava Stomp. A cherufe can stomp on the ground (in its square or an adjacent square) and draw forth a gout of lava with which it targets a single creature within 20 feet of it. The target takes 21 (4d6) points of fire damage unless it succeeds a DC 18 Dexterity saving throw which halves the damage. The target’s space is treated as difficult terrain afterwards.


Cherufes make their homes in the caverns of active volcanoes, where they have not only adapted to survive in these extreme conditions, but actually thrive in the pools of molten lava found therein. The cherufe’s unique physiology lets it feed off of radiating heat, providing sustenance for the creature as well as mending its wounds. The hotter the source, the faster a cherufe recovers. If taken away from a source of intense heat, a cherufe slowly withers and dies, leaving behind a stony shell of a carcass. A cherufe stands about 18 feet tall and weighs close to 8,000 pounds. As long as it remains near a heat source, a cherufe can live for hundreds or even thousands of years.

Vengeful Vulcanism. Due to their long lifespans, nearby humanoids often believe the creatures immortal, and spread legends about the “gods of the volcanoes.” Some cultures worship cherufes, likening them to gods or great dragons. A cherufe’s depraved and often malicious personality means that it particularly enjoys receiving sacrificial victims. The creature will often toy with an unfortunate sacrifice for days before finally decapitating the corpse and immolating the head. Cherufes cow nearby settlements with threats of earthquakes and volcanic eruptions, though the creatures have little desire to cause such havoc in their own homes and usually exaggerate the power they possess.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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