b'Clurichaun \n'b'  Small   fey ,  chaotic neutral  \n'b'  Armor Class  16  Hit Points  68 (8d6 +40)  Speed  25 ft.\n'b' STATS STR: 8 (-1) DEX:  20 (+5)  CON:  20 (+5)  INT:  18 (+4)  WIS:  12 (+1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The clurichaun has advantage on saving throws against spells and other magical effects. \n'b'  Innate Spellcasting . The clurichaun\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 14). The clurichaun can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  charm person ,  create or destroy water  (except alcoholic beverage),  knock  \n'b'  3/day :  mass suggestion ,  vicious mockery  \n'b'\n'b'  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. \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99s 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). \n'b'\n'b' ACTIONS \n'b'\n'b'  Shillelagh .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 11 (2d8 + 2) magical bludgeoning damage. \n'b'  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. \n'b'\n'b' TACTICS \n'b'\n'b'  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. \n'b'  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. \n'b'  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 \xe2\x80\x9cfoe\xe2\x80\x9d, and not a drop of alcohol within a hundred paces! \n'b'\n'b' ABOUT \n'b' Clurichauns are faerie pranksters that exist solely to keep a party going for eternity.\xc2\xa0These 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.\xc2\xa0Aside 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 \xe2\x80\x9cdefeat\xe2\x80\x9d 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. \n'b'\n'b' d6 \n'b' Feywild Draughts \n'b'\n'b' 1-2 \n'b'  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) \n'b'\n'b' 3-4 \n'b'  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) \n'b'\n'b' 5-6 \n'b'  Single Malt : Affects the drinker as per the Heroes\xe2\x80\x99 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 \xe2\x80\x9cduel\xe2\x80\x9d is won or lost. (100 gp) \n'b'\n'b' d6 \n'b' Clurichaun Treasures \n'b'\n'b' 1 \n'b' 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. \n'b'\n'b' 2 \n'b' A pouch full of 5d10 x 2d6 strangely minted feywild gold pieces. \n'b'\n'b' 3 \n'b' As per #2, but one (only one!) of the feywild gold pieces counts as a  ring of protection  while being worn or held somehow. \n'b'\n'b' 4 \n'b' 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. \n'b'\n'b' 5 \n'b' 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. \n'b'\n'b' 6 \n'b' As per #3, and two small bottles, each containing 1d3+1 uses of a single roll on the feywild draughts table \xe2\x80\x93 one being a wondrous spirit and the other a baleful brew.'