Clurichaun
Tiny fey, chaotic neutral
Armor Class
14
Hit Points
22 (4d4 + 12)
Speed
30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
16 (+3)
Condition Immunities
frightened, poisoned
Senses
darkvision 60ft., passive Perception 11
Saving Throws
Con +5
Skills
Perception +1, Stealth +3
Languages
Common, Elvish, Sylvan
Challenge
1/4 (50 XP)
Clurichaun’s Luck. Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class.
Innate Spellcasting. The clurichaun’s innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.
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At will: friends, mending, minor illusion, purify food and drink, vicious mockery
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1/day each: blur, calm emotions, heroism, sleep, suggestion
Magic Resistance. The clurichaun has advantage on saving throws against spells and other magical effects.
Actions
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.
Improvised Weapon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.