Clurichaun
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)
- Saving Throws Con +5
- Skills Perception +1, Stealth +3
- Condition Immunities frightened, poisoned
- Senses darkvision 60ft., passive Perception 11
- 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.