# 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