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D&D 3E/3.5 Leprechaun 3.5

Some observations:

Originally, leprechauns did not have an attack other than their magic and theft. I presume the dagger was added because hardly anything in the 3E books did not have at least one form of attack. I am fine with keeping it, but removing it wouldn’t hurt my feelings. ;) regardless, I sized the weapon to fit them better so they won’t do more than 1 hp on a hit anyway. ;)

They have 3 too many feats for their HP, I think due to changes from 3.0 to 3.5. given what I said about their dagger and non-martial attitude, dropping Weapon Finesse wouldn’t bother me at all. Dodge and Mobility probably have to go, although maybe Dodge can be retained as a bonus feat. I like Improved Initiative as is. :)

1E MM said:
The object stolen will be valuable, and there is 75% chance of such theft being successful.

this suggests that their Sleight of Hand skill might need to be a bit higher than it is?

Monstrous Manual said:
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.

this might change the spell-like ability illusion power that they have?

Monstrous Manual said:
Leprechauns live in families of up to 20, though they call this unit a clan.

changed the organization line a bit to fit this better. ;)

be back later... i'm focusing on this critter for today, and will get back to the other conversions after we're done with this one. :D
 

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BOZ said:
Some observations:

Originally, leprechauns did not have an attack other than their magic and theft. I presume the dagger was added because hardly anything in the 3E books did not have at least one form of attack. I am fine with keeping it, but removing it wouldn’t hurt my feelings. ;) regardless, I sized the weapon to fit them better so they won’t do more than 1 hp on a hit anyway. ;)

I think it is necessary to keep an attack, but I'd switch to club rather than dagger, as it is more "cudgel-like". It seems to fit the image better.

BOZ said:
They have 3 too many feats for their HP, I think due to changes from 3.0 to 3.5. given what I said about their dagger and non-martial attitude, dropping Weapon Finesse wouldn’t bother me at all. Dodge and Mobility probably have to go, although maybe Dodge can be retained as a bonus feat. I like Improved Initiative as is. :)

I agree. I picture them only fighting in melee if left with no other options. Definitely keep Improved Initiative.

BOZ said:
this suggests that their Sleight of Hand skill might need to be a bit higher than it is?

Agreed. Bluff and Sleight of Hand should be as high as possible.

BOZ said:
this might change the spell-like ability illusion power that they have?

Permanent image should still work, but the parenthetical limitations should be dropped.

BOZ said:
changed the organization line a bit to fit this better. ;)

Great!

BOZ said:
be back later... i'm focusing on this critter for today, and will get back to the other conversions after we're done with this one. :D

Sweetshamrock! :lol:
 

heheh...

Shade said:
I think it is necessary to keep an attack, but I'd switch to club rather than dagger, as it is more "cudgel-like". It seems to fit the image better.

I agree. I picture them only fighting in melee if left with no other options. Definitely keep Improved Initiative.

Good call. :) and it does a bit more damage… and it makes sense that they might defend themselves (poorly) with a big stick that they picked up off the ground rather than carrying around a dagger…

Shade said:
Agreed. Bluff and Sleight of Hand should be as high as possible.

the problem is, +7 is the highest they can go without a racial bonus (max ranks 4, plus Cha/Dex mod of +3).

While we’re on the topic of skills, the change from 3.0 to 3.5 really robbed them… the first conversion had them with 15 maxed out skills, though with only 36 ranks now the most they could have would be 9 maxed out skills. Some of these will have to be dropped, while some could just be lowered a bit:

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

Shade said:
Permanent image should still work, but the parenthetical limitations should be dropped.

it seems a bit strong though – I think major image should be sufficient.
 

BOZ said:
Good call. :) and it does a bit more damage… and it makes sense that they might defend themselves (poorly) with a big stick that they picked up off the ground rather than carrying around a dagger…

Indeed.

BOZ said:
the problem is, +7 is the highest they can go without a racial bonus (max ranks 4, plus Cha/Dex mod of +3).

While we’re on the topic of skills, the change from 3.0 to 3.5 really robbed them… the first conversion had them with 15 maxed out skills, though with only 36 ranks now the most they could have would be 9 maxed out skills. Some of these will have to be dropped, while some could just be lowered a bit:

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

Thank goodness for racial bonuses. All sprites have a +2 racial bonus on Search, Spot, and Listen checks. We could give Mr. Chaun the same. We could go with a +4 (or higher) racial bonus on Bluff and Sleight of Hand. Maybe Alertness as a bonus feat to help preserve the original skills as well.


BOZ said:
it seems a bit strong though – I think major image should be sufficient.

Yeah, that should work.
 

Regarding their alignment, I think Neutral could be appropriate... they have a somewhat lawful society (remember Darby O'Gill and the Little Folk? ;)), and adhere as ruthlessly to the letter of their agreements as any baatezu. Not that they couldn't be interpreted as Chaotic Neutral, either, though.
 

sounds good. :)

Shade said:
Thank goodness for racial bonuses. All sprites have a +2 racial bonus on Search, Spot, and Listen checks.

thanks for pointing that out – I didn’t realize that. :) and, of course, since leprechauns may be related to pixies it’s only natural…

Shade said:
We could give Mr. Chaun the same. We could go with a +4 (or higher) racial bonus on Bluff and Sleight of Hand. Maybe Alertness as a bonus feat to help preserve the original skills as well.

sounds good. I nixed Open Locks and cut the Perform skills down to only 3. some skills are a little better, some a little worse – it’s a tradeoff. ;)

here are the stats I currently have for this guy, will try to finish him up tomorrow. ;)

Leprechaun
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +7
Speed: 40 ft (8 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Club -1 melee (1d4-2)
Full Attack: Club -1 melee (1d4-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, spell resistance 27
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +11, Concentration +4, Craft (any one) +4, Escape Artist +7, Hide +11, Listen +13, Move Silently +7, Perform (comedy) +5, Perform (dance) +5, Perform (sing) +5, Search +5, Sense Motive +6, Sleight of Hand +11, Spot +6
Feats: Alertness (b), Improved Initiative

Environment: Temperate forest and plains
Organization: Solitary, gang (2-4), family (6-11), or clan (12-20)
Challenge Rating: 4
Treasure: Double coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: +X

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.

A leprechaun is about two feet tall, and weighs X pounds.

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

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), major image, polymorph any object, ventriloquism. Caster level 7th. The save DCs are Charisma-based.

Skills: Leprechauns have a +8 racial bonus on Listen checks, a +4 bonus on Bluff and Sleight of Hand checks, and a +2 racial bonus on Search and Spot checks.
 

Limited wish and maturity

I think for game mechanics you might want to spell out that only experienced leprechauns have the limited wish ability. They deserve some wiggle room rather than have leprechaun = 3 wishes imposed upon them.

Some sort of progression - with irish inspired level names.

child - to 300 years
(Hp as you have listed)

youth - to 500 years - gathering hoard
(2hd)

mature - 500+ magic wishes etc..
(3hd similar to a brownie or redcap in toughness)

elder - seldom seen outside their lair.
mostly a recluse & power broker.
S
 
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Lookin' good.

Add Jump +2 to Skills line.

Should he have damage reduction 5/cold iron like most fey now? Even the lowly grig has it.

Level Adjustment +4
-1 for Small size
+1 for unbalance ability scores
+1 for spell resistance
+1 for three or more racial bonuses on skill checks
+1 for at will spell-like abilities
+1 for spell-like abilities beyond the normal spellcasting ability of a character of same HD

Additionally, those who can use limited wish should have at least another +3 (pixies have an additional +2 if they can use Otto's irresistible dance). I'd actually say +4 since lmited wish is such a powerful spell.

Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. A pixie stands about 2-1/2 feet tall and weighs about 30 pounds. So I'd say 30-35 pounds for the leprechaun as well.
 
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I think I have to agree that giving all leprechauns a limited wish power is probably a bad idea, even if the flavor text states that it would be used only in unusual circumstances. ;) it would be a lot better to limit it to, say, 1 in 20 so that only one member of a clan should be able to do that. :) or we could say that any leprechaun could do this, but only once per year.

Monstrous Manual said:
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.

so, there would be four things that this leprechaun could do. He could 1.) cast limited wish three times per day for anyone buy himself, 2.) remove any wish he granted in the last 24 hours, and add penalties to whatever was increased (as appropriate), and 3.) teleport the victim(s) 2d20 miles away, and 4.) make himself permanently untraceable by members of that party. Yikes! Of course, all of those abilities would be one-shot deals for any given character, and is not a thing that would be used very often at all.

On the other hand, if all of this is just too crazy and out there for such a low-HD creature, we could remove parts of it or the whole thing altogether. But where’s the fun in that? ;)
 

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