T.C. Croker via Wikimedia
Believe it or not, this is the best public-domain picture available for a clurichaun. |
Fond of tippling, the cluricaune would steal into wine cellars, especially those belonging to alcoholics, to steal a few bottles. He was hard to exterminate, for if an owner tried to move, the cluricaune would simply travel along inside a cask.
One cluricaune named Little Wildbeam, who haunted a Quaker family in Cork, was most helpful if a servant left a bit of beer dripping from the cask; he shrank and wedged himself into the spigot so that not a drop was lost. If the maids did not feed him well, the fairy came out at night and beat them senseless.
I swear this is an actual piece of Irish folklore and not a 19th century racist caricature of an Irishman.
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars.
Clurichaun CR
3
XP 800
CN Small fey
Init +7; Senses low-light vision; Perception +11
DEFENSE
AC 14, touch 14, flat-footed 11 (+3
Dex, +1 size)
hp 27 (5d6+10)
Fort +4, Ref +7, Will +5; +4 vs.
poison
DR 5/cold iron; SR 14
OFFENSE
Speed 40 ft.
Melee magic tankard +7 (1d8)
Ranged magic tankard +7 (1d8) 10ft.
Special Attacks fire belch (1/day)
Spell-Like Abilities (CL 5th)
At will – create alcohol (as create
water, but creates ale, whiskey, or wine instead of water), dancing lights, enhance water, ghost sound
(DC 14), invisibility (self only), mage hand,
major image (visual and auditory
elements only, DC 17), mending, prestidigitation, purify food and drink, putrefy
food and drink, ventriloquism
1/day – heroes’
feast (drink only)
STATISTICS
Str 9, Dex 16, Con 15, Int 14, Wis 13, Cha 18
Base Atk +2; CMB +0 (+2 steal); CMD 13
(15 vs. steal)
Feats Great Fortitude, Improved
Initiative, Improved StealB, Weapon Finesse
Skills Bluff +12, Escape Artist +11,
Knowledge (local) +10, Perception +11, Perform (comedy) +12, Profession
(brewer) +3, Sense Motive +9, Sleight of Hand +15, Stealth +11; Racial Modifiers +4 Perception, +4 Sleight
of Hand
Languages Common, Elven, Halfling, Sylvan
SQ bolstering brew, clurichaun magic, good
for what ails you, leprechaun magic, magic tankard, practiced drinker
SPECIAL ABILITIES
Bolstering Brew (Su)
A clurichaun
can gain 5 temporary hit points by drinking a swig of alcohol. These temporary hit points do not stack with
temporary hit points gained from any other source, including other uses of this
ability.
Clurichaun Magic (Sp)
As a
standard action, any number of times per day, a clurichaun can turn any liquid within
100 ft. into any type of alcohol. He
must be able to see the liquid or the container it is held in. He can only effect one container of liquid
per use of this ability, be it a huge cask of ale or a tiny potion. He controls the quality and strength of the
alcohol, and can raise or lower its intoxication DC by up to 5 in either
direction (starting at 10 for liquids that weren’t alcoholic to begin with. A potion turned to alcohol has a 5% chance
per the potion’s Caster Level of retaining its magical properties. An attended object or any magic object can
make a DC 16 Will save to negate. The
save DC is Charisma-based.
Fire Belch (Su)
As a full
round action, once per day, a clurichaun can drain a tankard of strong alcohol
and then breathe fire in a 15 foot cone, dealing 5d4 points of fire
damage. Those within the cone can make a
DC 15 Reflex save for half damage. The
save DC is Constitution-based.
Good for What Ails You (Ex)
A clurichaun
who takes a drink of alcohol may attempt a new saving throw against one of the
following conditions that may be affecting it: blinded, confused, dazzled,
deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or
sickened. If he succeeds at the save,
the effect is dispelled. He may also
attempt a new saving throw against poison; a successful save counts against
those required for a cure, but a failed save has no ill effect.
Leprechaun Magic (Ex)
When a
clurichaun uses any of its spell-like abilities to deceive, trick, or humiliate
a creature (at the GM’s discretion), the spell-like ability resolves at caster
level 8th rather than 4th. If a
clurichaun uses its spell-like abilities in this manner, it has a bonus of +11
on concentration checks.
Magic Tankard (Ex)
The
clurichaun’s tankard or jug of alcohol is its most prized possession. In its hands, it acts as a +1 returning Large club. The clurichaun can use its create alcohol spell-like ability in its
tankard as a free action that does not provoke attacks of opportunity. Out of his hands, it has no magical
properties, but if he gives it up willingly it acts as a wondrous item that
fills with ale, wine, or whiskey three times per day. Any mug, tankard, or jug that spends 24 hours
in the clurichaun’s possession becomes its new magic tankard.
Practiced Drinker (Ex)
A clurichaun
can take a drink of any liquid as a swift action that does not provoke attacks
of opportunity. It gains a +4 racial
bonus to saves against poison, and suffers no ill effects from
intoxication.
ECOLOGY
Environment temperate forest, urban
Organization solitary
Treasure standard
Even more
mischievous and unpredictable than a leprechaun, a clurichaun is an
alcohol-loving trickster that inhabits taverns, breweries, and cellars. They typically dress in a red clothing with silver
buckles and gold trim. Clurichauns are
known thieves, frequently stealing alcohol at every opportunity. When mistreated (or just when they think it’s
funny), they use their spell-like abilities to spoil the drink of their target,
potentially ruining the reputation of a tavern or brewery. If treated well and granted hospitality,
however, a clurichaun can be most convivial and will use its powers to improve
the quality of a house’s alcohol.
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-your corned d20 depot
PS - sorry I still haven't gotten the last two pages of my new character sheet up - I'm super busy and I swear I'll get them up as soon as possible.
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