Leprechaun Species in The True Dark Ages | World Anvil

Leprechaun

Leprechaun CR: 2

Tiny fey, neutral
Armor Class: 10
Hit Points: 30 3d8+12
Speed: 25 ft

STR

12 +1

DEX

14 +2

CON

10 +0

INT

12 +1

WIS

11 +0

CHA

15 +2

Saving Throws: Wis +3, Cha +5
Skills: Perception +4, Sneak +4, Deception +3, Persuasion +5.
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities: Poison
Condition Immunities: Poison
Senses: Darkvision 60 ft, passive Perception 13
Languages: Common (Gaelic)
Challenge Rating: 2

Innate Spellcaster. The leprechaun has innate spellcasting ability with Charisma being the skill used (Spell Save DC 12, spell attack bonus +4). They can cast the following spells, with no material components needed.

At will: Cantrips: Dancing Lights, Friends, Minor Illusion.

3/day: 1st Level: Charm Person, Disguise Self.   2nd Level: Alter Self, Invisibility, See Invisibility.   3rd Level: Fear, Major Image.


Innate Invisibility. The leprechaun can turn itself invisible up to 3 times a day. It needs to concentrate each time (in the same way as spell concentration), and take an action to stop it. After using it at least one it needs a long rest to restore the ability to the 3 full times.   Misinformation. The leprechaun will use this if feeling threatened or insulted. It will deliberately lie in such a convincing way one random roll will fail in the next 24 hours as if rolling a critical fail.   Gold Hoard. The leprechaun has a stash of gold hidden away, but is loathe to part with it. If a creature can provide some major service to the leprechaun they may be given a portion of it. This effectively gives the creature double the amount of gold from a specific encounter or other treasure source.   Fey Creature. The Fey has advantage against all spells and magical abilities to Charm it, and cannot be magically put to Sleep.

Actions

Punch. Melee Weapon Attack +2 to hit, reach 5 ft, one target. Hit 3 1d4+1 bludgeoning damage.   Shillelagh. MeleeĀ  Weapon Attack +2 to hit, reach 5 ft, one target. Hit 3 1d4+1 bludgeoning damage, plus the victim must make a DC 11 Constitution saving throw, or be knocked prone if failed. If successful nothing happens.

Small mischievous Fey, Leprechauns are regularly dressed as cobblers. They prefer bright clothing though, and are usually tied to magical spots where Gaelic Seelie Court & Feywild cross over with the Material Plane. Each Leprechaun will have a specific spot usually, and are usually the only ones who know how to pass through the portals needed to enter. There they store gold, usually made by producing & repairing footwear and by carrying out tricks on mortals. Their ability at both makes other Fey quite wary of them, though their skills at making & repairing footwear helps the other Fey, especially when it concerns magical footwear. Each has a tendency to by quite a cheerful character, with a quick wit and a friendly demeaner. This can change in an instance if the Leprechaun feels underappreciated or treated unfairly. If this happens one could easily find themselves at the end of a cruel prank, aimed at teaching the person a lesson. They regularly can be found with a stout walking stick with a handle like a club or cudgel called a Shillelagh (usually made from a thick knotty blackthorn stick).

Suggested Environments

Ireland, and the odd time in Western Alba.


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