Leprechaun
A magical race that love to torment with practical jokes, mischief, and swindles
OSRIC
| Armor Class | 8 |
|---|---|
| Hit Dice | 1d4+1hp |
| Number Encountered | 1d20 |
| Attacks | None |
| Damage | Nil |
| Move | 150-ft |
| Alignment | Neutral |
| Intelligence | Exceptional |
| XP | 3/50+3/hp |
| Treasure Type | 1d20×1,000 sp (10%), 1d12×1,000 ep (15%), 1d8×1,000 gp (40%), 1d8×100 pp (35%), 3d10 gems (20%), 1d10 jewellery (10%), 3 magic items (no sword or misc. weapon), 1 potion, 1 scroll (30%) |
| Size | Small |
| Frequency | Uncommon |
| Lair | 10% |
Leprechauns are a magical race that love to torment those they encounter with practical jokes, general mischief, and swindles. They normally live in green fields or rolling hills on the outskirts of civilisation. A leprechaun can turn invisible, polymorph inanimate objects, make illusions, and perform ventriloquism at will. Because of their sharp senses they are never surprised.
One of the leprechaun’s favourite tricks is to grab some valuable object, turn invisible and flee with it. If they are chased too closely they will drop the item rather then be tracked back to their lair. If they are caught or tracked back to their lair, the leprechaun will do or say just about anything to win their freedom back. Be warned, leprechauns are magical and they take great pride in their confidence games. Nothing they say should be considered the truth. A leprechaun will always be playing some kind of scam.