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Leprechaun Stats
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<blockquote data-quote="Blackroot" data-source="post: 3444165" data-attributes="member: 50753"><p>Thought about this idea on St. Pats day this year. I've never built a monster before and went about it in a way similar to building an NPC. I've probably erred a few times and would gladly accept any input I can get. </p><p>[sblock= LEPRECHAUN]</p><p>Leprechaun</p><p></p><p></p><p>Size/Type: Small Fey</p><p>Hit Dice: 4d6+2</p><p>Initiative: +4</p><p></p><p>Speed: 30 ft. </p><p>Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 12</p><p></p><p>Base Attack/Grapple: +2/+1</p><p></p><p>Attack:</p><p>Quarterstaff (Shillelagh) +1 melee (1d4+1/19-20), Claw 1d3-1</p><p></p><p>Full Attack:</p><p>Quarterstaff (Shillelagh) +1 melee (1d4+1/19-20), Claw 1d3-1</p><p></p><p>Space/Reach: 5ft./5ft.</p><p></p><p>Special Attacks:</p><p>Spell-like abilities, Transmute Metal</p><p></p><p>Special Qualities:</p><p>Damage reduction 10/cold iron, low-light vision, spell resistance 12,</p><p></p><p>Saves:</p><p>Fort +4, Ref +8, Will +7</p><p></p><p>Abilities:</p><p>Str 8, Dex 18, Con 13, Int 17, Wis 16, Cha16</p><p>Skills:</p><p>Appraise +6, Balance +6, Bluff +5, Craft (Any one) +8, Diplomacy +5, Disable device +6, Escape Artist +10, Handle Animal +5, Hide +8, Knowledge (Nature) +8, Move silently +8 Open Lock +6, Profession (Tinker) +5, Sleight of Hand +8, Use Rope +6 </p><p>Feats: Dodge, Lightning Reflexes</p><p></p><p>Environment:</p><p>Temperate forests</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: Double Coins, Standard Goods</p><p>Alignment: True Neutral</p><p>Advancement: 2-3 HD (small)</p><p>Level Adjustment: +5</p><p></p><p>Leprechauns are semi-reclusive fey who only associate with higher races to gain monetary wealth. They are relentless tricksters who rely only upon themselves to get what they want. Their appearance is similar to gnomes, though they are slightly smaller in size. Their skin is a nutty brown and their ears are pointed. They have abnormally strong and sharp fingernails that double as claws that they occasionally use as weapons if their trademark shillelaghs cannot be used. Leprechauns are particularly good at crafting fine jewels, refining gold, and mending small items. Leprechauns wear only earth-toned colors, with an emphasis on greens and browns. They always appear neat and tidy, even if they have been working or in combat. Leprechauns rely heavily on their spell-like abilities to subdue their enemies.</p><p></p><p><strong>Combat</strong></p><p></p><p>Leprechauns only resort to engaging foes with weapons when either their spell-like abilities have run out or their lives are in danger. Leprechauns are more akin to engaging in mischief and fleeing than fighting an enemy head on. A hostile leprechaun is a rarity, but if provoked (e.g. trespassing in their homes or stealing from them) leprechauns are able to hold their own.</p><p> <strong>Shillelagh</strong> A Leprechaun's shillelagh is a small quarterstaff-like weapon crafted by the leprechaun who wields it. Because the Shillelagh is crafted by the Leprechaun who uses it and because the Leprechaun constantly wields the Shillelagh, the leprechaun recieves a +2 damage bonus when using the shillelagh</p><p> <strong>Spell-Like Abilities</strong>: At Will— Ghost sound, Chill Touch, Daze, Minor Image 8/day–- Dancing Lights, Mage hand, Enlarge Person, Expeditious Retreat, Glitterdust, Summon Swarm 5/day-- Shatter, Hypnotic Pattern, Invisibility, Alter Self, Levitate 3/day—Teleport, Hold monster Permanent Image, Otto’s Irresistible Dance, Veil 1/day— Phantasmal Killer. These abilities are as the spells cast by a 9th Level sorcerer. </p><p> <strong>Transmute Metals (Ex)</strong>: Once per day a leprechaun can transmute any metal into an amount of false coins that are equal in weight and made of lead. So, if a leprechaun casts Transmute Metals upon a fighter wearing Chainnail armor (40 lbs.), the armor would be transformed into a pile of false gold coins, weighing 40 lbs, beneath the fighter. Once Transmute Metals is cast, the only way of restoring the lost metal item is to keep all the false gold coins together until the proceeding sunrise. There is no save for Transmute Metals. Magically enhanced or enchanted items can make a will save equal to that of it's wielder to render the effects of Transmute Metals null and void.</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Blackroot, post: 3444165, member: 50753"] Thought about this idea on St. Pats day this year. I've never built a monster before and went about it in a way similar to building an NPC. I've probably erred a few times and would gladly accept any input I can get. [sblock= LEPRECHAUN] Leprechaun Size/Type: Small Fey Hit Dice: 4d6+2 Initiative: +4 Speed: 30 ft. Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 12 Base Attack/Grapple: +2/+1 Attack: Quarterstaff (Shillelagh) +1 melee (1d4+1/19-20), Claw 1d3-1 Full Attack: Quarterstaff (Shillelagh) +1 melee (1d4+1/19-20), Claw 1d3-1 Space/Reach: 5ft./5ft. Special Attacks: Spell-like abilities, Transmute Metal Special Qualities: Damage reduction 10/cold iron, low-light vision, spell resistance 12, Saves: Fort +4, Ref +8, Will +7 Abilities: Str 8, Dex 18, Con 13, Int 17, Wis 16, Cha16 Skills: Appraise +6, Balance +6, Bluff +5, Craft (Any one) +8, Diplomacy +5, Disable device +6, Escape Artist +10, Handle Animal +5, Hide +8, Knowledge (Nature) +8, Move silently +8 Open Lock +6, Profession (Tinker) +5, Sleight of Hand +8, Use Rope +6 Feats: Dodge, Lightning Reflexes Environment: Temperate forests Organization: Solitary Challenge Rating: 9 Treasure: Double Coins, Standard Goods Alignment: True Neutral Advancement: 2-3 HD (small) Level Adjustment: +5 Leprechauns are semi-reclusive fey who only associate with higher races to gain monetary wealth. They are relentless tricksters who rely only upon themselves to get what they want. Their appearance is similar to gnomes, though they are slightly smaller in size. Their skin is a nutty brown and their ears are pointed. They have abnormally strong and sharp fingernails that double as claws that they occasionally use as weapons if their trademark shillelaghs cannot be used. Leprechauns are particularly good at crafting fine jewels, refining gold, and mending small items. Leprechauns wear only earth-toned colors, with an emphasis on greens and browns. They always appear neat and tidy, even if they have been working or in combat. Leprechauns rely heavily on their spell-like abilities to subdue their enemies. [B]Combat[/B] Leprechauns only resort to engaging foes with weapons when either their spell-like abilities have run out or their lives are in danger. Leprechauns are more akin to engaging in mischief and fleeing than fighting an enemy head on. A hostile leprechaun is a rarity, but if provoked (e.g. trespassing in their homes or stealing from them) leprechauns are able to hold their own. [B]Shillelagh[/B] A Leprechaun's shillelagh is a small quarterstaff-like weapon crafted by the leprechaun who wields it. Because the Shillelagh is crafted by the Leprechaun who uses it and because the Leprechaun constantly wields the Shillelagh, the leprechaun recieves a +2 damage bonus when using the shillelagh [B]Spell-Like Abilities[/B]: At Will— Ghost sound, Chill Touch, Daze, Minor Image 8/day–- Dancing Lights, Mage hand, Enlarge Person, Expeditious Retreat, Glitterdust, Summon Swarm 5/day-- Shatter, Hypnotic Pattern, Invisibility, Alter Self, Levitate 3/day—Teleport, Hold monster Permanent Image, Otto’s Irresistible Dance, Veil 1/day— Phantasmal Killer. These abilities are as the spells cast by a 9th Level sorcerer. [B]Transmute Metals (Ex)[/B]: Once per day a leprechaun can transmute any metal into an amount of false coins that are equal in weight and made of lead. So, if a leprechaun casts Transmute Metals upon a fighter wearing Chainnail armor (40 lbs.), the armor would be transformed into a pile of false gold coins, weighing 40 lbs, beneath the fighter. Once Transmute Metals is cast, the only way of restoring the lost metal item is to keep all the false gold coins together until the proceeding sunrise. There is no save for Transmute Metals. Magically enhanced or enchanted items can make a will save equal to that of it's wielder to render the effects of Transmute Metals null and void. [/sblock] [/QUOTE]
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