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By Crumplepunch

The cherufe is usually encountered deep underground, where wild packs war with the sunken realms of the Underfolk and the courts of the Gemlords. At rest, they appear to be stone statues of hulking, draconic humanoids covered with jutting armoured plates. Their stone skin shears and cracks as they move, revealing the glow of their molten core. They are ill-tempered and prone to boastfulness of their prowess in battle, but they make excellent guards and soldiers.

Essence: 3; Willpower: 6; Join Battle: 8 dice
Personal Motes: 80
Health Levels: -0/-1x6/-2x6/-4/Incap.
Actions: Feats of Strength: 12 dice (may attempt Strength 7 feats); Senses: 6 dice; Stealth (While Still): 12 dice; Threaten: 6 dice; Tracking: 4 dice.
Appearance 3 (Hideous), Resolve 4, Guile 1

Attack (Stone hammer): 9 dice (Damage 16)
Attack (Claw): 11 dice (Damage 12)
Attack (Grapple): 6 dice (10 dice to control)
Combat Movement: 6 dice
Evasion 1, Parry 4
Soak/Hardness: 10/5


Volcanic Physiology: The stone body of the cherufe bleeds only molten rock and hot gasses, and is immune to all mundane poisons and diseases. Some crippling effects may not apply to it due to its unique anatomy.

Stone Guardian Quiescence: Cherufes resemble stone statues when still, and this natural camouflage is reflected by their impressive Stealth pool. However, it is useless when they are moving, as they are set aglow by inner fire. On any turn in which the cherufe takes an action requiring movement, their Stealth pool is reduced to 4 and they emit a glow similar to a Glowing anima banner for a further -3 penalty, making stealth extremely unlikely.

Offensive Charms

Lava Blast (5m; Simple; Instant; Decisive-only; Essence 2): The cherufe can spit gouts of molten rock at its enemies. This is a decisive attack that can target enemies out to medium range, with an attack roll of eight dice. An enemy damaged by the attack is set ablaze, taking one die of lethal damage each turn until they find a way to extinguish themselves. This damage ignores hardness.

Incandescent Magma Strike (15m, 3i; Supplemental; Dual; Instant; Essence 3): The cherufe’s attacks burn enemies to ashes. On a withering attack, it does not add extra successes to its raw damage, but instead rolls them as dice of lethal damage against its enemy, which ignore hardness as they burn the enemy alive. A decisive attack adds extra successes to its damage.

Defensive Charms

Unbreakable Molten Hide (5m, 3i; Reflexive; Instant; Essence 1): The cherufe gains bonus
soak and hardness against an attack equal to the number of dice that turn up failures on the attack roll. This Charm must be invoked before the attack roll is made.

Heart-Fire Resurgence Roar (6m; Reflexive; Instant; Perilous; Essence 2): When a cherufe is struck, chances are that it will only be made angrier. After a withering or decisive damage roll against the elemental, it may use this Charm to gain one point of Initiative for every 9 or 10 rolled. It may exchange five points of Initiative reaped from a single use of this Charm to heal a level of damage.

Miscellaneous Charms

Destructive Force (3m or 1i; Supplemental; Instant; Essence 1): The cherufe adds three bonus successes on a feat of strength to destroy an object or obstacle.

Notes: The cherufe is an elemental of Fire.

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