Clurichaun

Tiny Fey, Chaotic Neutral

Armor Class 14 (Clurichaun’s Luck)

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

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