This small humanoid has pointed ears, green eyes, and a wicked grin. He carries a bottle in one hand and a club in the other.

Leprechaun CR 2

XP 600
CN Small fey
Init +7; Senses low-light vision; Perception +17


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


Speed 40 ft.
Melee +1 club +7 (1d8–1)
Spell-Like Abilities (CL 4th; concentration +7)

At willdancing lights, ghost sound (DC 13), invisibility (self only), mage hand, major image (visual and auditory elements only, DC 16), prestidigitation, ventriloquism (DC 14)
3/daycolor spray (DC 14), fabricate (1 cubic foot of material only)
1/daymajor creation


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


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.


Environment temperate forests
Organization solitary, pair, band (3–6), or family (7–10)
Treasure standard (club, other treasure)

Leprechauns are small, fun-loving tricksters. They are most commonly found in forests and share the close connection with nature that is possessed by most fey creatures. Leprechauns love playing tricks on unknowing passersby—almost as much as they love a fine bottle of wine and a plateful of hot food in their bellies. They often steal something of worth from adventurers just to provoke a chase. Using their ability to disappear at will to its full potential, they wait until their victims appear to be about to give up the chase before reappearing once more to let the chase resume. They are not greedy creatures, and eventually drop what they’ve stolen, slipping away while their angry pursuers claim the lost property. The exception is gold—leprechauns love gold and often hoard it in secret, hidden places. It is rumored that a person who finds a gold coin in the forest and returns it to the leprechaun that dropped it will be granted a wish as a reward. Unfortunately, these rumors are false—likely perpetuated by the leprechauns themselves in order to trick others into bringing them gold.

Leprechauns prefer not to kill other creatures unless the ones attacking them are malicious or known enemies of the forest or fey. They often use their powers to befuddle and annoy evil folk, tricking creatures such as goblins and orcs into thinking a forest is haunted.

Variant: Leprechaun, Filcher (CR 2)


Instead of carrying a bottle, a filcher leprechaun has a pot strapped to its back into which it can toss its ill-gotten gains; it also carries a bow rather than a club. Filcher leprechauns, unlike more typical leprechauns, are greedy and will steal and hoard away anything of value, not just gold.

Ranged Longbow +7 (1d6–1/×3); this replaces a leprechaun’s club melee attack.

Filching Faerie Dust (Su)

When a filcher leprechaun fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical faerie dust. Doing so is a free action as long as the filcher leprechaun is the one who fires the arrow. A filcher leprechaun can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most filcher leprechauns)—the dust is useless to another creature unless the filcher leprechaun gives the dust freely. In this case, the filcher leprechaun chooses what effect the dust will have on an ally’s arrow when it is applied, and it takes a move action to apply the dust to the ally’s arrow. Once this dust is applied to an arrow, the effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, a filcher leprechaun can choose whether or not it inflicts damage when it hits.

When a filching weapon successfully hits a creature, that creature must make a Will save (DC 17), or one attended object chosen by the filcher leprechaun, that does not exceed the maximum load of the filcher leprechaun, belonging to the opponent disappears from its possession and reappears in the hand of or next to the filcher leprechaun. If the save is successful, the filcher leprechaun’s opponent is immune to this dust’s filching effect for 24 hours. This is a conjuration (teleportation) effect and the save DC is Charisma-based.

This replaces a leprechaun’s color spray and shillelagh spell-like abilities.

Feats Ability Focus (filching faerie dust) replaces a leprechaun’s Weapon Finesse.

Environment any cold, temperate, or urban; this replaces a leprechaun’s temperate woodlands.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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