14
22 (4d4+12)
walk 30 ft.
Con +5
Perception +1, Stealth +3
frightened, poisoned
darkvision 60ft.
Common, Elvish, Sylvan
1/4
Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class.
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
The clurichaun has advantage on saving throws against spells and other magical effects.
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.
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.