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LEPRECHAUN |
Small Fey |
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Hit Dice: 1d6 (3 hp) |
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Initiative: +7 (+3 Dex, +4 Improved Initiative) |
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Speed: 40 ft |
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AC: 14 (+1 size, +3 Dex) |
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Attacks: Dagger +4 melee |
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Damage: Dagger 1d4-2 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Spell-like abilities |
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Special Qualities: SR 27, low-light vision |
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Saves: Fort +0, Ref +5, Will +4 |
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Abilities: Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16 |
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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 |
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Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse (dagger) |
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Climate/Terrain: Temperate forest |
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Organization: Gang (2-4), band (6-11), or
family (12-20) |
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Treasure: Double coins; 50% goods; 50% items |
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Alignment: Always neutral |
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Advancement: 2-3 HD (Small) |
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Rumors persist that the leprechaun is a cross between a pixie and a halfling. Whether this is true or not, no one knows. |
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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. |
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COMBAT |
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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. |
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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). |
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Skills: Leprechauns receive a +8 racial bonus to Listen checks. |
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The Leprechaun first appeared in the 1e MM (Gary Gygax, 1977). |