b'Cherufe \n'b'  Huge   monstrosity ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  189 (18d12+72)  Speed  40 ft., swim 30 ft., burrow 20 ft.\n'b' STATS STR: 23 (+6) DEX:  13 (+1)  CON:  19 (+4)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cherufe attacks three times: twice with its claws and once with its bite. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 15 (2d8+6) piercing damage plus 7 (2d6) fire damage. \n'b'  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. \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99s 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\xe2\x80\x99t fall  prone  or become buried.'