Leprechauns are amongst the sneakiest of fey creatures. Like gnomes, they can step into the natural world at will, often appearing just to pick a pocket before disappearing back to the Feywild. The can often be found in pubs, drinking whiskey, or sitting on toadstools, before covering travellers in pipe-smoke and running off with their valuables.
Encounters[edit]
Leprechauns tend not to work with other creatures, though they sometimes use gnomes as a distraction, or accomplices.
Leprechaun[edit]
Leprechaun Level 5 Solo Artillery
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Small Fey Humanoid XP 1,000
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HP 224; Bloodied 112
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Initiative +6
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AC 19; Fortitude 17, Reflex 19, Will 20
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Perception +2
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Speed 7
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Saving Throws +5; Action Points 2
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Traits
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Luck o' the Irish
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A roll of a 1 is never a critical miss. A roll of a 19 or 20 is always a critical hit. A Leprechaun deals an extra 1d6 damage when it has combat advantage.
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Standard Actions
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Bladed Top Hat ♦ At-Will
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Attack: One Creature; Ranged 5/10; +12 vs. AC
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Hit: 1d10+4 damage
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Dagger ♦ At-Will
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Attack: One creature; +12 vs. AC
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Hit: 1d8+5 damage
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Dagger Flurry ♦ At-Will
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Attack: The Leprechaun makes two dagger attacks against different enemies.
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Hit: One enemy takes a secondary attack of +7 vs. AC, dealing 1d10 damage.
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Pipe Smoke ♦ Encounter
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Attack: Aura 1; any enemies in that aura are blinded until they pass a Fortitude save with a -2 modifier.
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Minor Actions
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Trickster ♦ At-Will
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Effect: The Leprechaun becomes invisible until the start of its next turn.
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Triggered Actions
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Skills Stealth +6, Thievery +7
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Str 13 (+4)
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Dex 16 (+5)
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Wis 19 (+6)
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Con 15 (+5)
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Int 18 (+6)
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Cha 14 (+4)
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Alignment Unaligned
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Languages Common, Elven
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Equipment Top hat, dagger, waistcoat, 4-leafed clover
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