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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Clurichaun/

Clurichaun

Clurichaun

Tiny fey, chaotic neutral
  • Armor Class 14 ()
  • Hit Points 22 (4d4+12)
  • Speed 30 ft.
  • STR
    13 (+1)
  • DEX
    12 (+1)
  • CON
    16 (+3)
  • INT
    10 (+0)
  • WIS
    8 (-1)
  • CHA
    16 (+3)
  • Saving Throws Con +5
  • Skills Perception +1, Stealth +3
  • Condition Immunities frightened, poisoned
  • Senses darkvision 60ft., passive Perception 11
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)
  • 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.

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