D&D 3E/3.5 Leprechaun 3.5


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LOL! faith and begorrah!

i'll see what i can do to make this happen. ;) maybe even later today if i can find the time. 1st ed Monster Manual, and 2E MC#2/Monstrous Manual are the only sources i can think of.
 

i wasn't planning on touching any ToH critters, but i guess we can make an exception given the occasion. ;) since the ToH 3.5 revised is still not available as far as i know, this will be the CC's version for wee fellow. :)
 

Cool! We could even mix in more "real world" mythology to make the version more unique, if so desired. (I'd recommend we avoid the Leprechaun movies though... :lol: )
 

Nah, unless it’s little stuff, I prefer to stick with the D&D version before we bury ourselves in minutae. ;)

So, first of all, here is the CC version before we mutilate it…

LEPRECHAUN
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft
AC: 14 (+1 size, +3 Dex)
Attacks: Dagger +4 melee
Damage: Dagger 1d4-2
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: SR 27, low-light vision
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Craft (any one) +5, Escape Artist +7, Hide +11, Listen +14, Move Silently +7, Open Lock +7, Perform (comedy, dance, limericks, melody) +7, Pick Pocket +7, Search +5, Sense Motive +6, Spot +6
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (dagger)

Climate/Terrain: Temperate forest
Organization: Gang (2-4), band (6-11), or family (12-20)
Challenge Rating: 4
Treasure: Double coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 2-3 HD (Small)

Rumors persist that the leprechaun is a cross between a pixie and a halfling. Whether this is true or not, no one knows.

Leprechauns are about two feet tall and have pointed ears. Their noses also come to a tapered point. Leprechauns are fond of wearing brightly colored clothes (green or gray coats, brown or green breeches) and flamboyant attire as well (pointed shoes and wide-brimmed hats or stocking caps). Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.

COMBAT
Leprechauns shun combat and will usually turn invisible and flee if threatened. However, a leprechaun will not sit idly by while a helpless creature is attacked. When combating a foe, they take full advantage of their spell-like abilities to drive an opponent away.

Spell-Like Abilities: At will—dancing lights, invisibility (self only), permanent image (visual and auditory elements only), polymorph any object, ventriloquism. These are as the spells cast by a 7th-level sorcerer (save DC 13 + spell level).

Skills: Leprechauns receive a +8 racial bonus to Listen checks.

The Leprechaun first appeared in the 1e MM (Gary Gygax, 1977).
 

i suspect most or all of that conversion came from just the old MM, so we can dress it up quite a bit with stuff from the 2E source. :)

1E Monster Manual style, baby!:

LEPRECHAUN
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-20
ARMOR CLASS: 8
MOVE: 15”
HIT DICE: 2-5 Hit points
% IN LAIR: 10%
TREASURE TYPE: F
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Leprechauns normally dwell only in fair, green lands with lush hills and dales for them to frolic through. Occasionally a party of adventurous ones will reside elsewhere for a time. These small creatures of magical talent and mischievous nature can become invisible at will, polymorph non-living objects, create illusions, and use ventriloquism spells as often as they like. Their keen ears prevent them from being surprised. Being full of mischief they will often (75%) snatch valuable objects from persons, turn invisible and dash away. The object stolen will be valuable, and there is 75% chance of such theft being successful. If purused closely there is a 25% chance per turn of pursuit that the leprechaun will drop the stolen goods.

If caught or discovered in its lair the leprechaun will attempt to mislead its captor into believing he is giving over his treasure while he actually is duping the captor. It will require great care to actually obtain the leprechaun’s treasure.

Note: Leprechauns have a great fondness for wine, and this weakness may be used to outwit them.

Rumor has it that leprechauns are a species of halfling with a strong strain of pixie.


Monstrous Manual:
(the only difference between this and MC2 is that in the earlier source they can appear as solitary or in groups of 1-20)

Leprechaun

CLIMATE/TERRAIN: Temperate/Green lands, sylvan glens
FREQUENCY: Uncommon
ORGANIZATION: Clans
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Exceptional (15-16)
TREASURE: F
ALIGNMENT: Neutral
NO. APPEARING: 1-20
ARMOR CLASS: 8
MOVEMENT: 15
HIT DICE: 2-5 hp
THAC0: 20
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: T (2' tall)
MORALE: (Steady) 11
XP VALUE: 270


Leprechauns are diminutive folk who are found in fair, green lands and enjoy frolicking, working magic, and causing harmless mischief.
Rumored to be a cross between a species of halfling and a strong strain of pixie, leprechauns are about 2 feet tall. They have pointed ears, and their noses also come to a tapered point. About 30% of all male leprechauns have beards. Pointed shoes, brown or green breeches, green or gray coats, and either wide-brimmed or stocking caps are the preferred dress of the wee folk. Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.

Combat: These fun-loving creatures of magical talent are by nature noncombative. They can become invisible at will, polymorph nonliving objects, create illusions (with full audio and olfactory effects), and use ventriloquism spells as often as they like. Their keen ears prevent them from ever being surprised. Being full of mischief, they often (75%) snatch valuable objects from adventurers, turn invisible and dash away. There is a 75% chance that the attempt is successful. If pursued closely, there is a 25% chance per turn of pursuit that the leprechaun drops the stolen goods. The chase never leads to the leprechaun's lair.
If caught or discovered in its lair (10% chance), the leprechaun attempts to mislead his captor into believing that he is giving over his treasure while he actually is duping the captor. It requires great care to actually obtain the leprechaun's treasure.

Habitat/Society: Leprechauns live in families of up to 20, though they call this unit a clan. They use first names and surnames, and it is fairly certain that these names are a good indicator of which clan one is dealing with. A lair usually consists of a warm, dry cave with a hearth, rugs, and furniture. Strangely, word travels fast between clans of the same surname, and a clan that a group of adventurers runs into may already know the adventurers' names from another clan the party encountered several days prior.
There is a rumor that a King of the Leprechauns exists, but there seems to be no official political hierarchy. There are no communities or villages of leprechauns.
It is rare to see leprechaun offspring, but they do exist, born with the full magical powers of an adult. For every 10 adults encountered in a lair, one child will be found.
Leprechauns enjoy eating the same sorts of foods that humans and demihumans eat, with a special fondness for wine. This weakness may be used to outwit them.
Gold is the one treasure found in every leprechaun's hoard. If an intruder secures this treasure, a leprechaun will bargain and beg to get it back. As a last desperate measure, he will grant the intruder three wishes (very limited), but only if the intruder gives over the treasure first. When this is done, the leprechaun will indeed grant the three wishes. After all three wishes, the leprechaun will flatter the intruder and declare that the three wishes were so well-phrased that he will give a fourth wish. If the fourth wish is pronounced, the leprechaun will cackle with glee, the results of all the wishes will be reversed, and the intruder plus his group will be teleported (no saving throw) to a random location 2d20 miles away. No member of that party will never be able to find that particular leprechaun again.
Leprechauns are naturally distrustful toward humans and dwarves, since these races have greedy tendencies. They get along well with elves, gnomes, and halflings.
A leprechaun will not sit idly by while a helpless creature is attacked, since they have a soft spot for weaker creatures. In general, if a leprechaun senses that a stranger means no harm, he can be quite civil, but he will not bring visitors to his lair. If the leprechaun finds someone hurt, he might take the victim to his lair, but only after making sure that the stranger is not followed and cannot see where he is being taken.

Ecology: The best times and places to observe leprechauns are called borderlines. Dawn and dusk (which are neither all light nor dark), the shore (which is neither all earth nor all water), or the equinoxes and solstices (which are neither one season nor another), are the best times and places to see leprechauns and their ilk frolicking and celebrating.
 


Well for starters, they sound way more chaotic neutral than plain ol' neutral to me.

Gold is the one treasure found in every leprechaun's hoard. If an intruder secures this treasure, a leprechaun will bargain and beg to get it back. As a last desperate measure, he will grant the intruder three wishes (very limited), but only if the intruder gives over the treasure first. When this is done, the leprechaun will indeed grant the three wishes. After all three wishes, the leprechaun will flatter the intruder and declare that the three wishes were so well-phrased that he will give a fourth wish. If the fourth wish is pronounced, the leprechaun will cackle with glee, the results of all the wishes will be reversed, and the intruder plus his group will be teleported (no saving throw) to a random location 2d20 miles away. No member of that party will never be able to find that particular leprechaun again.

It looks like we'll need to add a grant wishes ability.

Leprechauns are naturally distrustful toward humans and dwarves, since these races have greedy tendencies. They get along well with elves, gnomes, and halflings.

Leprechauns speak Common, Elven, Gnome, Halfling, and Sylvan?

A leprechaun will not sit idly by while a helpless creature is attacked, since they have a soft spot for weaker creatures. In general, if a leprechaun senses that a stranger means no harm, he can be quite civil, but he will not bring visitors to his lair. If the leprechaun finds someone hurt, he might take the victim to his lair, but only after making sure that the stranger is not followed and cannot see where he is being taken.

Ecology: The best times and places to observe leprechauns are called borderlines. Dawn and dusk (which are neither all light nor dark), the shore (which is neither all earth nor all water), or the equinoxes and solstices (which are neither one season nor another), are the best times and places to see leprechauns and their ilk frolicking and celebrating.

Flavor text?
 

Shade said:
Well for starters, they sound way more chaotic neutral than plain ol' neutral to me.

in fact, i thought they were CN until i looked and saw otherwise!

Shade said:
It looks like we'll need to add a grant wishes ability.

limited wish 3/day, plus the ability to remove the effects?
 

BOZ said:
in fact, i thought they were CN until i looked and saw otherwise!

It surprised the heck out of me.

BOZ said:
limited wish 3/day, plus the ability to remove the effects?

Yes, with the caveat "(nonleprechauns only)", similar to the noble djinn. Otherwise these low CR buggers will be quite deadly.
 

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