Tiny fey, chaotic evil

Armor Class 13
Hit Points 27 (6d4 + 12)
Speed 30 ft.

10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Skills History +3, Perception +3, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 1 (200 XP)


  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The clurican’s spellcasting ability is Charisma (spell save DC 13). The clurican can innately cast the following spells, requiring no material components:
  • Innkeeper’s Luck. When the clurican is within an inn or similar establishment, it gains advantage on Dexterity saving throws and ability checks related to maintaining or fixing wine barrels, casks, or other liquid containers. This extends to allies of the clurican within 60 feet.


  • Stein. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Liquid Lash. The clurican causes 1 quart of liquid within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that liquid. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (clurican’s choice). On a successful save, the target takes half as much damage and isn’t pushed or knocked prone.


A clurican stands around two feet tall and resembles a little old man. It has a wrinkled face and wears elaborate, expensive green clothes. Its attire includes a long pointed cap, a coat with a silver buckle, stockings, and buckled shoes.

Cluricans (KLOO-rik-AN) are mischievous fey creatures resembling little old men dressed as innkeepers. They inhabit wine cellars and other establishments where they ensure the bungs are tight and the taps are not left running. Cluricans have a fondness for fine wine and are known to always appear slightly intoxicated, despite their small size.

Cluricans live in solitude and bring good luck, much like leprechauns. While they don’t engage in combat willingly, when forced into melee, they use whatever is handy, like beer steins. However, their true danger lies in their ability to telekinetically control liquids, often using wine to their advantage.

Cluricans sustain themselves entirely on wine, indulging in about a bottle per week. They have no need for material treasures, although they possess knowledge of hidden riches and rumors of treasure hoards. However, they tend to conveniently leave out information about the dangerous guardians that protect such caches.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page