Clurichaun
Tiny Fey Chaotic Neutral
- Armor Class: 14 (Clurichaun’s Luck)
- Hit Points: 22 (4d4 + 12)
- Speed: walk 30 ft.
- Challenge Rating: 1/4 (50 XP)
- Source: Tome of Beasts 2023, page 66
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 13 (+1) |
12 (+1) |
16 (+3) |
10 (+0) |
8 (-1) |
16 (+3) |
- Saving Throws: Con +5
- Skills: Perception +1, Stealth +3
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: 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
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