Clurichaun

Tiny fey, Chaotic Neutral

Armor Class

14

Hit Points

22 (4d4+12)

Speed

walk 30 ft.

Saves

Con +5

Skills

Perception +1, Stealth +3

Condition Immunities

frightened, poisoned

Senses

darkvision 60ft.

Languages

Common, Elvish, Sylvan

Challenge

1/4

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.