CREATURE 2
Perception +11; low-light vision
Languages Common, Sylvan
Skills Acrobatics +8, Deception +9, Gold Lore +7, Nature +7, Performance +9, Thievery +8
Str +1 Dex +4 Con +1 Int +3 Wis +3 Cha +4
AC 18; Fort +8, Ref +11, Will +10
HP 25
Speed 30 feet
Melee club +7, Damage 1d6+3 bludgeoning
Primal Innate Spells DC 18, attack +10; 2nd illusory creature, illusory object, invisibility (self only); 1st color spray, shillelagh, ventriloquism; Cantrips (2nd) dancing lights, ghost sound, mage hand, prestidigitation, telekinetic projectile
Create Object (conjuration, manipulate, primal) Frequency three times per day; Effect The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first.
Leprechaun Magic When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11.
Bestiary 2, page 158.
Open Leprechaun in the interactive creatures list or browse all creatures starting with L.