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Clurichaun 2014

CR 1/4 fey

Tiny fey, chaotic neutral


Armor Class
14
Hit Points
22 (4d4+12)
Speed
30 ft.

STR13 (+1)
DEX12 (+1)
CON16 (+3)
INT10 (+0)
WIS8 (-1)
CHA16 (+3)

Saving Throws
Constitution +5
Skills
Perception +1, Stealth +3
Condition Immunities
frightened, poisoned
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Elvish, Sylvan
Challenge
1/4 (50 XP) · Proficiency Bonus +2

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.

Environments: Urban

Other versions

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details