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.

  • At will: friends, mending, minor illusion, purify food and drink, vicious mockery

  • 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.

tiny
fey
cr1/4
tome-of-beasts