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Leprechaun

This small humanoid has pointed ears, green eyes, and a wicked grin. He carries a bottle in one hand and a club in the other.

Leprechaun CR 2

XP 600
CN Small fey
Init +7; Senses low-light vision; Perception +17

DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp
18 (4d6+4)
Fort
+2, Ref +7, Will +6
DR
5/cold iron; SR 13

OFFENSE

Speed 40 ft.
Melee
+1 club +7 (1d8–1)
Spell-Like Abilities
(CL 4th; concentration +7)

Constant—shillelagh
At will—dancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)
3/day—color spray (DC 14), fabricate (1 cubic foot of material only)
1/day—major creation

STATISTICS

Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16
Base Atk
+2; CMB –1; CMD 12
Feats
Improved Initiative, Weapon Finesse
Skills
Bluff +10, Escape Artist +10, Knowledge (nature) +9, Perception +17, Perform (comedy) +8, Perform (dance) +8, Sense Motive +9, Sleight of Hand +14, Stealth +14; Racial Modifiers +8 Perception, +4 Sleight of Hand
Languages
Common, Elven, Halfling, Sylvan
SQ
leprechaun magic

SPECIAL ABILITIES

Leprechaun Magic (Sp)

When a leprechaun uses any of its spell-like abilities to deceive, trick, or humiliate a creature (at the GM’s discretion), the spell-like ability resolves at caster level 8th rather than 4th. If a leprechaun uses its spell-like abilities in this manner, it has a bonus of +11 on concentration checks.