Clurichaun

Tiny Fey, chaotic neutral

Armor Class 14

Hit Points 22 (4d4+12)

Speed walk +30

Challenge 1/4

STR
13
+1
DEX
12
+1
CON
16
+3
INT
10
+0
WIS
8
-1
CHA
16
+3

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