Small fey, chaotic neutral

Armor Class 16
Hit Points 68 (8d6 +40)
Speed 25 ft.

8 (-1) 20 (+5) 20 (+5) 18 (+4) 12 (+1) 16 (+3)

Damage Vulnerabilities lightning
Damage Resistances piercing, slashing
Damage Immunities bludgeoning
Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 15 ft., passive Perception 9
Languages Common, Fey
Challenge 2 (450 XP)


  • Magic Resistance. The clurichaun has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. The clurichaun’s innate spellcasting ability is Charisma (spell save DC 14). The clurichaun can innately cast the following spells, requiring no material components:
  • Inebriating Touch. Any creature that the clurichaun makes social contact (shaking hands, hugging, a friendly kiss, etc.) with must pass a DC 12 Constitution saving throw or become mystically inebriated for the next 1d6 hours. A creature that has already been drinking alcoholic beverages has disadvantage on this roll. While mystically inebriated, a creature has advantage on Charisma-based skill checks and saving throws but suffers disadvantage on Dexterity, Intelligence, and Wisdom-based ones.
  • Feywild Draughts. The clurichaun will always have flasks, bottles, and kegs hidden away in its pockets filled with faerie brews and vintages. Depending on the clurichaun’s mood, these can be beneficial or punitive. If given freely to friends or properly won as part of a gamble or challenge, roll secretly on the Wondrous Spirits column. If stolen, taken forcefully, or if given to someone on the wrong side of the clurichaun’s mean streak, roll secretly on the Baleful Brews column. A creature may only be affected by the last Feywild Draught they drink (see Draughts table).


  • Shillelagh. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) magical bludgeoning damage.
  • Disappearing Act. In any combat round where a clurichaun can move to a space where it can become hidden from view, it can make a DC 14 Dexterity (Stealth) skill check. If this check is successful, the clurichaun becomes invisible until the end of their next round.


  • Initial Round-Clurichauns enjoy chaos and hedonism more than anything, normally opening any kind of conflict with uses of their mass suggestion spell and inebriating touch in order to turn the scene into a debauchery of drink, challenges, and madness.
  • Defensive Round-If a clurichaun is put on the defensive, it will often try to bribe an attacker with a quickly poured baleful feywild draught (see feywild draughts table), or finding a way to get to a place and use their Disappearing Act action. Spending a round invisible can help the little troublemaker turn things around with a charm person or clever action.
  • Victorious Round-If a clurichaun wins a conflict, it means that everyone is either fighting among themselves, too drunk to stand, engaged in lewd acts with one another, or unconscious. When they win, they spend a moment to gloat, leaving a single feywild gold piece for each defeated “foe”, and not a drop of alcohol within a hundred paces!


Clurichauns are faerie pranksters that exist solely to keep a party going for eternity. These small, ruddy-skinned imps are the distillers, brewers, and moonshiners of the Feywild. More than anything else they are destructive forces of playful mayhem whenever they come to the realm of mortals. They tend to appear at carnivals, festivals, taverns, pubs-anywhere there are people drinking and enjoying alcohol. Aside from alcohol, clurichauns have one weakness-they cannot turn down a gamble, dare, or contest. If challenged to a contest or to gamble with honest and reasonable terms, a clurichaun will always accept. This is generally how to “defeat” a clurichaun in small ways, but also can be a quick way to steer its pranks and malice toward someone who gets the better of it, cheats, or tricks the trickster.

d6 Feywild Draughts
1-2 Mighty Mead: Adds +4 to Strength and Constitution for 2d4 hours -or- Wormwood Whiskey: Must succeed in a DC 12 Constitution saving throw or become poisoned for 1d6 hours after drinking. (75 gp)
3-4 Silkwood Shine: Drinker gains resistance to non-magical damage for 2d4 hours -or- Lustful Lager: Must succeed in a DC 14 Wisdom saving throw when next making eye contact with a living creature or become charmed and obsessed with it for 2d3 hours. (100 gp)
5-6 Single Malt: Affects the drinker as per the Heroes’ Feast spell, but only for 2d4 hours. -or- Brandy of Belligerence: Must succeed in a DC 14 Constitution saving throw or immediately suffer from the compelled duel spell effects emanating from the first creature to speak to the drinker. Lasts until the “duel” is won or lost. (100 gp)
d6 Clurichaun Treasures
1 A half-empty mithril flask containing a single use of a randomly determined feywild draught (even chances wondrous vs. baleful); flask itself is worth 150 gp.
2 A pouch full of 5d10 x 2d6 strangely minted feywild gold pieces.
3 As per #2, but one (only one!) of the feywild gold pieces counts as a ring of protection while being worn or held somehow.
4 As per #2, and a hip jug containing 1d3 uses of a single roll on the feywild draughts table; equal chances to be a wondrous spirit or a baleful brew.
5 As per #2, and a large bottle containing 2d3+1 uses of a single roll on the feywild draughts table on the wondrous spirits column.
6 As per #3, and two small bottles, each containing 1d3+1 uses of a single roll on the feywild draughts table – one being a wondrous spirit and the other a baleful brew.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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