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LOTRfan
2010-11-23, 05:31 PM
Here's my attempt at the Leprechaun (because I don't think there are any official source books with Leprechauns in it, but I could be wrong). Anyway, if anyone has any problems with it, please tell.

Also, I doubt that these guys will ever be used as player characters, but does LA +5 seem overpowered/underpowered/just right? I've always considered myself bad at deciding LAs, so I'd appreciate it if anyone can find it. Taking into consideration the net gain of +12 to ability scores, I think it is probably overpowered for LA +5.

Leprechaun
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Deflection, +1 size, +2 Dex), touch 15, flat footed 13
Base Attack/Grapple: +0/-5
Attack: Shillelagh +0 melee (1d4-1 damage)
Full Attack: Shillelagh +0 melee (1d4-1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Crock of Gold, Create Magic Shoe, Damage Reduction 5/Cold Iron, Lowlight Vision
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 18, Cha 17
Skills: Appraise +6, Bluff +7, Diplomacy +7, Disguise +9, Escape Artist +6, Forgery +8, Hide +10, Move Silently +6, Open Lock +6, Profession (Cordwainer) +8
Feats: Deceitful
Environment: Temperate Hills
Organization: Solitary, or Family (1-6 plus 1-2 Clurichauns)
Challenge Rating: 1
Treasure: Double Standard
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +4

A small creature that appears to be a cross between fey and Halfling appears. He is wearing all red, and is using a small walking stick.

Leprechauns are small tricksters native to temperate plains. Unlike more wild fey, they have somewhat adapted to the rise of civilizations. As far as they are concerned, if humanoids leave their homes alone, they can do whatever they want. They are renowned cordwainers, and occasionally travel to humanoid lands to sell their wares (usually disguised as Halflings or Gnomes). Leprechauns are generally indifferent towards others, but those who get on a Leprechaun’s bad side are often the victims of pranks. These tricks usually involve loss of wealth or humiliation of the victim.

Leprechauns are generally solitary, but families of no more than eight may exist. Despite both being usually solitary, Leprechauns and Cluricauns accept each other’s company, as long as the Cluricauns do not get in the way of the Leprechauns work. Leprechauns are free spirited and hate oppression, but may be forced into working for humanoids. Taking such action is never wise, however, as Leprechauns then perform cruel tricks aimed to harm their employers emotionally. In such conditions, they also encourage any Clurichauns in their company to destroy as many items as they want.

Legend holds that anyone who captures a Leprechaun may force it to give them all its treasure. Unfortunately, this is not true. Leprechauns have as many fake coins as it has real, and they always try to convince their captors to take this first. If the captors see past the ruse, Leprechauns will then give them the real treasure. Afterwards, however, they show their cruel streak; they often ally with any Far Darrigs nearby and wreak vengeance against the village of the Leprechaun’s captor, performing gruesome pranks and kidnapping the firstborn of every family.

Leprechauns have simple social customs. They love wealth, and do what they can to gain it in an honorable way (though the definition of “honorable” varies from Leprechaun to Leprechaun). They usually wear red, green, or a mixture of both. Leprechauns also have a penchant for using a special type of walking stick called a Shillelagh, which is traditionally made of blackthorn or oak.

Leprechauns are 2 ˝ feet tall, and speak Sylvan. Most also speak Common.

Combat
Leprechauns rarely enter combat, instead trying to confuse enemies and flee. If forced to, the Leprechaun use their Shillelagh as a weapon (it has the same statistics of a small club)

Create Magic Shoe (Su): Leprechauns do not need to meet the prerequisites to make boots or other foot-equipped wondrous items in order to make them, if the caster level required is 3rd or lower. In this case, the Leprechaun is treated as having all spells and feats necessary to create them, and the time required to make them remains the same.

Crock of Gold (Su): Leprechauns have a small pot that contains all their wealth. It works in many ways like a type IV bag of holding. Once per week, the Leprechaun may summon this pot into existence. At this time, he may withdraw or deposit as much as he likes. In addition, this item has a “secondary container,” of sorts, that can be opened instead. This has a number of gold pieces equaling the value of real treasure in the actual crock of gold. It requires a will save (DC 19) to realize that these gold pieces are actually dried leaves, rocks, and twigs. The illusion stops eight hours removing them from the crock. Fey creatures automatically see past this disguise. The crock disappears after an hour, or when the Leprechaun wills it, whichever is sooner.

Spell-like Abilities: At will- Lesser Confusion (DC 15). 1/day- Invisibility (self only), Blink, Disguise Self. Caster Level 5th. DCs are Wisdom based.

Skills: Once per day, a Leprechaun can grant himself a +2 luck bonus to a single skill check. The Leprechaun must add this bonus before performing the check. It is wasted for the day even if the check is unsuccessful.

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Clurichaun
Small Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Deflection, +1 size, +1 Dex), touch 14, flat footed 13
Base Attack/Grapple: +0/-3
Attack: Shillelagh +2 melee (1d4+1 damage)
Full Attack: Shillelagh +2 melee (1d4+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Aura of Intoxication
Special Qualities: Damage Reduction 10/Cold Iron, Lowlight Vision, Illiteracy, Teleportation
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 12, Dex 13, Con 15, Int 8, Wis 11, Cha 18
Skills: Appraise +3, Bluff +8, Disable Device +6, Hide +8, Open Lock +2, Ride +4
Feats: Nimble Fingers
Environment: Temperate Hills
Organization: Solitary, or Drinking party (1-4)
Challenge Rating: 2
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class
Level Adjustment: +5

This creature looks like a cross between a pixie and an elf. It’s stained blue clothes reeks of beer, and it walks around on a walking stick.

The Clurichaun is a small creature similar in appearance to Leprechauns. In fact, more often than not they are described as lazy versions of their cousins. While, indeed, their main difference does seem to be a difference in work ethics (Clurichauns don’t have one), Clurichauns have a bunch of nasty surprises up their sleeves.

Clurichauns spend the majority of their lives in urban environments, drunkenly stumbling from cellar to cellar, drinking alcohol and eating food. If that wasn’t bad enough, they love to pull pranks on the owners of the establishments they visit. They often times destroy expensive items, and kidnap pets, only to return them days later. They remain as long as the cellar’s owners are stocked with food. After the food is gone, they perform one more trick (often times releasing all live stock from their pens) before moving on to the next house.

Clurichauns love to ride animals, their favored mounts being riding dogs and sheep. They steal these animals in the middle of the night, and return them to maddened owners in an exhausted state. Clurichauns get along well with Leprechauns as long as they are fun loving after work. Clurichauns even occasionally live with families of Leprechauns, despite both creatures being mainly loners. Unlike the Leprechauns, Clurichauns do meet with others of their kind once a month, stealing enough ale to ruin bars financially.

Clurichauns never work for a living. They just feel that they shouldn’t have to earn money to support their drinking habits. As a result, their clothing (always blue, red, or mixture of both in color) is often under kept and old. Clurichauns without class levels are illiterate.

Clurichauns speak both Sylvan and Common, and are about 3 ˝ feet in height.

Combat
Clurichauns rarely enter combat, but it does happen more often than when Leprechauns enter combat. Most of these incidents are simple bar fights, but they do fight back viciously if caught trying to sneak into a sheep pen.

Aura of Intoxication (Su): Clurichauns as a race have been alcoholics for so long, they can exude a supernaturally powerful smell of whiskey. The Clurichaun must have drank alcohol in the past hour to use it, and this cannot be used again until he has drank more alcohol. Creatures coming within 15 ft. of it must succeed on a Fortitude save (DC 15), or be sickened for 5 rounds. Fort save DC is Charisma based.

Illiteracy: A Clurichaun is completely illiterate. In order to learn to read and write, a Clurichaun must spend two skill points, or gain a level in a class that is not barbarian.

Spell-like Abilities: At will- Lesser Confusion (DC 15). 1/day- Invisibility (self only), Charm Person (DC 15), Charm Animal (DC 15). Caster Level 5th. DCs are Charisma based.

Teleportation (Sp): This functions as the spell greater teleportation, except that the destination must be an area in which the Clurichaun would be submersed in alcohol (a barrel filled with beer, for example). Caster Level 12th.
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Far Darrig
Small Fey
Hit Dice: 1d6+3 (6 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 13 (+2 Dex, +1 Size), touch 13, flat footed 13
Base Attack/Grapple: +0/-2
Attack: +3 melee (1d4+2 damage)
Full Attack: Shillelagh +3 melee (1d4+2 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Sneak Attack +1d6
Special Qualities: Damage Reduction 10/Cold Iron, Lowlight Vision, Uncanny Dodge
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: Craft (trap) +4, Disguise +3, Hide +10, Intimidate +3, Listen +4, Move Silently +6
Feats: Improved Critical (Dagger)
Environment: Temperate Hills
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +3

This creature looks like a cross between a small elf and a leprechaun, its skin a pale yellow. It doesn't have the walking sticks favored by its related kin. It wears nothing but a red coat and cap.

Far Darrigs are, by nature, chaotic beings of destruction and homicide. They love pulling practical jokes, but theres is far more gruesome and emotionally scarring, if not outright lethal to the victim. Far Darrigs are shunned by most fey. Satyrs and Nymphs find them much too sadistic, but despicable fey generally tolerate them. Far Darrigs and Red Caps have strong racial alliance (in fact, some say that the Far Darrigs wear only red in an attempt to emulate their stronger allies).

Far Darrigs like to perform gruesome tricks. Some might be killing a family's dog and decorating the house with its intestines, mimicking disturbing sounds, and pushing heavy objects off of ledges. Far Darrigs also kidnap the first born of every family in any village that appears within one mile of their home. It is not known where exactly they go, but some say they are sacrificed to the Unseelie Court on the Plane of Faerie.

Far Darrigs gain a sick sense of pleasure when terrifying mortals, and have been known to send nightmares to their victims. Far Darrigs speak Sylvan and Common, and are about 2 1/2 feet in height.

Combat
Far Darrigs, despite their penchant for blood, dislike engaging in actual combat. they prefer to allow their stronger Red Cap allies to take care of threats. Far Darrigs generally become ethereal if danger presents itself.

Spell-like Abilities: At will- Ghost Sound (DC 10), Ghost Touch (DC 12). 3/day- Etherealness. 1/day- Nightmare (DC 15). Caster Level 17th.

Uncanny dodge (Ex): Far Darrigs are well adapted to reacting to danger. They keep their Dexterity bonus to their Armor Class when flat footed or attacked by invisible creatures.

Skills: Far Darrigs get a +4 bonus to diplomacy checks when made against Red Caps.

Mulletmanalive
2010-11-23, 06:30 PM
If you have not caught up on the latest series of Supernatural, don't open this spoiler, but...
Well me yung feller me lad, will oi be seein' yore take on that Leprechaun feller frum last episode? Will yer be doin' anee o' t'em othur faeries frum the episode oither?

Yes, I'm half-ish Irish...i'm allowed

LOTRfan
2010-11-23, 06:42 PM
I'm only quarter Irish, so I'm not. :smalltongue:

Anyway, I saw the episode, and I for one am glad to see a Leprechaun that was not half-drunk and overall very stupid, like the ones shown in most popular culture.

Honestly, this guy is inspired by Supernatural's attempt to show why Leprechauns were originally feared in actual folklore. I hadn't really thought about statting out the others, though. The Tinker might be fun, though (tiny pixie with modified spell-like abilities and a blinding glow?).

Mulletmanalive
2010-11-23, 06:45 PM
Heck, until she popped, i thought she might just have been a ghostlight. I already did stats for those...

Edit: Also, what's a Clauricaun and where do I find it's stats?

LOTRfan
2010-11-23, 06:51 PM
Ah, yes. I was debating whether or not I should stat them out.

Wikipedia's (http://en.wikipedia.org/wiki/Clurichaun) article refers to them as either a separate race of faerie or a lazy and drunk Leprechaun. Until I find more legends about them, I'd just use Leprechaun stats and adjust feats/skills to portray them as drunken, sheep-riding pranksters.

If I do find more information, I might take a whirl at them.

Tanuki Tales
2010-11-23, 06:56 PM
Aw and here I thought someone had finally statted up Warrick Davis' ol' Lep. :smalltongue:

LOTRfan
2010-11-23, 06:58 PM
Nope, never saw those movies, sorry.

After watching ThanksKilling, I've sworn to never watch a holiday-themed horror movie again. :smallyuk:


EDIT: After reading the synopsis and seeing the release date, I see it has nothing to do with a St. Patrick's Day-themed horror film. Is it any good?

Mulletmanalive
2010-11-23, 07:07 PM
Digging out Briggs', there's not much more in here. The whole bit about regional variations on the leprechaun seems to be copied...

I suggest similar stats but with the ability to teleport into alcohol, as that seems to be their thing. Also, they could do with highter DR. As is, they're impossibly fragile for CR 2

LOTRfan
2010-11-23, 07:09 PM
Alright. Should I increase DR to 10, or just decrease the CR to one?

EDIT: Hmm... Actually, now that I think about it, I think I may make a separate stat block, and tweak the racial powers a bit. Was there any more information about the teleporting into alcohol power?

LOTRfan
2010-11-23, 08:13 PM
Sorry for the double post, added the Clurichaun.

Tanuki Tales
2010-11-23, 11:24 PM
Nope, never saw those movies, sorry.

After watching ThanksKilling, I've sworn to never watch a holiday-themed horror movie again. :smallyuk:


EDIT: After reading the synopsis and seeing the release date, I see it has nothing to do with a St. Patrick's Day-themed horror film. Is it any good?

The first through third ones were pretty decent. The fourth one was in space and really sucked (noted for The Leprechaun never really rhyming). The fifth and sixth took place "in da hood" and weren't really as good as the first three. I personally liked the sixth one only because they tried to reboot the mythology of the movies and gave the character a more traditional background and attire.

LOTRfan
2010-11-24, 10:45 AM
The Far Darrig is up. This is probably the closest thing to a slasher film Leprechaun one can get while still remaining in the base lore. After the Tinker faerie, I think I'll be finished with making 1 HD fey for a while.

Anyways, I flipped through Savage Species, and now proper Level Adjustments are given for all three types. I might be making a racial stat block for each one later (though, lets face it, with LA +5 minimum, no one would ever use these :smallwink:).

Tanuki Tales
2010-11-24, 10:54 AM
The Far Darrig is up. This is probably the closest thing to a slasher film Leprechaun one can get while still remaining in the base lore. After the Tinker faerie, I think I'll be finished with making 1 HD fey for a while.

Anyways, I flipped through Savage Species, and now proper Level Adjustments are given for all three types. I might be making a racial stat block for each one later (though, lets face it, with LA +5 minimum, no one would ever use these :smallwink:).

Just out of curiousity, do all the different Leps have to be the same round about CR and be playable?

LOTRfan
2010-11-24, 11:06 AM
Well, I guess not. Its just that there are not a lot of lore on the other two, besides "leprechaun variant," so I only made minor ability changes and power changes. The power levels for each one was modeled around the Pixie, with less spell-like abilities.

As for being playable, these things are not meant to be. If anything, the little buggers should be restrained to a select few appearances, even as NPCs. Problem in 3.5e is that it seems that all more or less humanoid creatures that advance by character class need to have an LA listed (which frustrates me to no end, as I can't figure it out without Savage Species :smallannoyed:).

Mulletmanalive
2010-11-24, 11:11 AM
Heh, i think my version of the Fear Derrig would eat yours alive. Then again, both are kind of outdone by the one in Kobold Quarterly...

LOTRfan
2010-11-24, 11:15 AM
Oh, you did a Far Darrig? And Kobold Quarterly did it as well?

I really have to start checking to make sure I'm not homebrewing stuff that exists somewhere, already. What was the CR on the Kobold Quarterly one? And is yours found in the Fae-o-matic thread?

EDIT: Found yours. CR 5, pretty mean-looking. The part about the displacement, is that from Scottish or Irish myth?

Mulletmanalive
2010-11-24, 11:55 AM
The majority of the stuff in there is based on the fact that the Irish myth makes it sound rather like the Trickster in its powers and i went from there. There's no direct reference to displacement, but there's plenty of references to it dissolving like wind.

I was working on a Shellycoat, which is more or less the Scottish equivalent, but it got shelved due to other requests either being naggier or more interesting.

To be honest with you, there's nothing wrong with brewing a version of something to your own tastes. I personally think that a lot of the mythological stuff in D&D is either too powerful or has been cut down to be lame...

Thugorp
2010-11-24, 02:19 PM
I am pretty sure there were already Leprechaun stats. They were going to be in the M.M.1 for 3.5(they were even listed a common fey in the P.Hb.) but were taken out just before printing. I had thought they were later released in an issue of Dragon. Am I mistaken?

LOTRfan
2010-11-24, 02:32 PM
Did it... hm... I just checked the the creature catalog's locator, and there's no mention of 'em (granted, it is somewhat incomplete).

Why'd they remove the stats last minute?

Prime32
2010-11-24, 04:19 PM
As for being playable, these things are not meant to be. If anything, the little buggers should be restrained to a select few appearances, even as NPCs. Problem in 3.5e is that it seems that all more or less humanoid creatures that advance by character class need to have an LA listed (which frustrates me to no end, as I can't figure it out without Savage Species :smallannoyed:).You don't have to give them LA but, if you do, those SLAs are nowhere near what a 5th-level wizard with similar focus could pull out. If it really bugs you, put " (cohort)" on the end.

Also:

It’s stained, blue clothes reeks of beer.
Its stained blue clothes reek of beer.
Grammar nazi. :smalltongue:

Thugorp
2010-11-24, 08:13 PM
Did it... hm... I just checked the the creature catalog's locator, and there's no mention of 'em (granted, it is somewhat incomplete).

Why'd they remove the stats last minute?

They were thought to be silly.

LOTRfan
2010-11-24, 10:26 PM
You don't have to give them LA but, if you do, those SLAs are nowhere near what a 5th-level wizard with similar focus could pull out. If it really bugs you, put " (cohort)" on the end.

Also:

Grammar nazi. :smalltongue:

Alright, in your opinion, are the LAs too high or too low? I mean, some of the spell-like abilities require to be a 12th level wizard to cast, but that is once a day (whereas a 12th level wizard can cast such spells at least twice, if not more). The one thing Savage Species wasn't very specific on was how to adjust the LA for spell-like abilities.

That error will be fixed.

The leprechaun stats were removed because they were too silly? Seems like an odd reason to remove a creature...

Prime32
2010-11-25, 12:25 PM
Alright, in your opinion, are the LAs too high or too low? I mean, some of the spell-like abilities require to be a 12th level wizard to cast, but that is once a day (whereas a 12th level wizard can cast such spells at least twice, if not more).Too high. Remember that plenty of classes have class features which duplicate spells above their range (or grant them at lower levels than normal). Monsters don't have class features, and just having LA harms them significantly. Plus, unlike a spellcaster they can never improve on their SLAs by taking more levels (though letting you use HD for caster level if it's higher can help).


The one thing Savage Species wasn't very specific on was how to adjust the LA for spell-like abilities.WotC's policy in the Monster Manual seemed to be "LA is equal to the level a spellcaster would gain access to the highest-level spell they can cast, racial HD has no effect on LA". For instance, let's say you have a monster with 10d4 HD, which can cast a 5th-level cleric spell 1/day (normally requiring cleric 9) and has no other abilities. Under the MM policy it would have an ECL of 19, despite being clearly much worse than a 9th-level character. This happens less often in later books, as some of the designers wised up. (though you still have a few who seem to think that LA = ECL)

LOTRfan
2010-11-25, 01:22 PM
Alright, I'll reduce the LA for each by one for now, and I'll have to recalculate the LA later. Thanks.

EDIT: For a comparison, I just checked the pixie, and I think I'll drop the Far Darrig to +3.