Leprechaun
Leprechaun CR: 2
STR
12 +1
DEX
14 +2
CON
10 +0
INT
12 +1
WIS
11 +0
CHA
15 +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.
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.
Suggested Environments
Ireland, and the odd time in Western Alba.
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