Leprechaun

This small humanoid has pointed ears, green eyes, and a wicked grin. He carries a bottle in one hand and a club in the other.

CR: 2 XP: 600


CN Small fey


Init: +7 Senses: low-light vision Perception: +17


Defense

AC: 14, touch 14, flat-footed 11 (+3 Dex, +1 size)


hp: 18 (4d6+4)


Fort: +2 Ref: +7 Will: +6


DR: 5/cold iron


SR: 13


Offense

Speed: 40 ft.


Melee: +1 club +7 (1d8–1)


Spell-Like Abilities: (CL 4th; concentration +7) Constant—shillelagh At will—dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14) 3/day—color spray (DC 14), fabricate (1 cubic foot of material only) 1/day—major creation


Statistics

Str: 7 Dex: 16 Con: 13 Int: 14 Wis: 15 Cha: 16


Base Atk: +2 CMB: –1 CMD: 12


Feats: Improved Initiative, Weapon Finesse


Skills: Bluff +10, Escape Artist +10, Knowledge (nature) +9, Perception +17, Perform (comedy) +8, Perform (dance) +8, Sense Motive +9, Sleight of Hand +14, Stealth +14, Racial Modifiers +8 Perception, +4 Sleight of Hand


SQ: leprechaun magic


Languages: Common, Elven, Halfling, Sylvan


Ecology

Environment: temperate forests


Organization: solitary, pair, band (3–6), or family (7–10)


Treasure: standard (club, other treasure)


Description

Leprechaun Magic (Sp) When a leprechaun 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 leprechaun uses its spell-like abilities in this manner, it has a bonus of +11 on concentration checks. Leprechauns are small, fun-loving tricksters. They are most commonly found in forests and share the close connection with nature that is possessed by most fey creatures. Leprechauns love playing tricks on unknowing passersby—almost as much as they love a fine bottle of Leng Spider–Leprechaun wine and a plateful of hot food in their bellies. They often steal something of worth from adventurers just to provoke a chase. Using their ability to disappear at will to its full potential, they wait until their victims appear to be about to give up the chase before reappearing once more to let the chase resume. They are not greedy creatures, and eventually drop what they’ve stolen, slipping away while their angry pursuers claim the lost property. The exception is gold— leprechauns love gold and often hoard it in secret, hidden places. It is rumored that a person who finds a gold coin in the forest and returns it to the leprechaun that dropped it will be granted a wish as a reward. Unfortunately, these rumors are false—likely perpetuated by the leprechauns themselves in order to trick others into bringing them gold. Leprechauns prefer not to kill other creatures unless the ones attacking them are malicious or known enemies of the forest or fey. They often use their powers to befuddle and annoy evil folk, tricking creatures such as goblins and orcs into thinking a forest is haunted. 530 6 530 63

Source: Pathfinder Roleplaying Game Bestiary 2