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.