Clurichaun
Tiny Fey, chaotic neutral
Armor Class 14
Hit Points 22 (4d4+12)
Speed walk +30
Challenge 1/4
Saving Throws con +5
Skills stealth +3, perception +1
Condition Immunities frightened, poisoned
Senses darkvision 60ft., passive Perception 11
Languages Common, Elvish, Sylvan
Special Abilities
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.
Source: Tome of Beasts · OGL/Open