Around a corner in the wine cellar stumbles a surly, two-foot tall man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and kneelength red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine.

Drunks in the Cellar. Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks.

However, if the clurichaun’s host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun will protect their wine cellars from thieves, drunkards, or worse—becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for rum gremlins and for other clurichauns.

Contest Evictions. Most people can’t tolerate or afford a clurichaun’s presence for long. Unfortunately, attempts to drive them off usually result in the spiteful clurichaun going on a destructive rampage and them spoiling any remaining wine. The best way to evict a clurichaun is to challenge him or her to a drinking contest. A clurichaun can’t abide losing to a mortal and will slink away in shame, never to be seen again, if that happens. This is a risky option, however, because despite their size, clurichauns can drink prodigiously with little ill effect.

Small Brawlers. While clurichauns aren’t adverse to an old-fashioned tavern brawl, they rely mainly on their magic to protect themselves. Creatures under a clurichaun’s spell feel and act as if they were intoxicated, complete with hangovers the next morning!


Tiny fey, chaotic neutral
Armor Class 14
Hit Points 22 (4d4 + 12)
Speed 30 ft.
13 (+1) 12 (+1) 16 (+3) 10 (+0) 8 (-1) 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.


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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