35 lines
1.8 KiB
Markdown
35 lines
1.8 KiB
Markdown
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# Clurichaun
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*Tiny* *Fey* *Chaotic Neutral*
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- **Armor Class:** 14 (Clurichaun’s Luck)
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- **Hit Points:** 22 (4d4 + 12)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1/4 (50 XP)
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- **Source:** Tome of Beasts 2023, page 66
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 13 (+1) | 12 (+1) | 16 (+3) | 10 (+0) | 8 (-1) | 16 (+3) |
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- **Saving Throws**: Con +5
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- **Skills:** Perception +1, Stealth +3
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** False
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- **Damage Resistances:** False
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- **Condition Immunities:** frightened, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 11
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- **Languages:** Common, Elvish, Sylvan
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### Special Abilities
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- **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).
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- **Magic Resistance:** The clurichaun has advantage on saving throws against spells and other magical effects.
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### Actions
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- **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.
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- **Slam:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
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- **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).
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- **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):<br>At will: mending, purify food and drink<br>1/day each: blur, heroism, suggestion
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