Clurichaun
Tiny Fey, Chaotic Neutral
Armor Class 14 (Clurichaun’s Luck)
Hit Points 22 (4d4 + 12)
Speed walk +30
Challenge 1/4
Saving Throws con +5
Skills Stealth +3, Perception +1
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Sylvan
Special Abilities
Clurichaun's Luck. While the clurichaun is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above).
Magic Resistance. The clurichaun has advantage on saving throws against spells and other magical effects.
Actions
Improvised Weapon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on the weapon.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Bawdy Remark. Ranged Spell Attack: +5 to hit, range 30 ft., one creature. Hit: 5 (1d4 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn as it doubles over in laughter or freezes up in embarrassment (the target's choice).
Spellcasting. The clurichaun casts one of the following spells, requiring alcohol as the only material component and using Charisma as the spellcasting ability (spell save DC 13): At will: mending, purify food and drink 1/day each: blur, heroism, suggestion
Source: Tome of Beasts 2023 · OGL/Open