Small fey, neutral

Armor Class 14
Hit Points 27 (5d6 + 10)
Speed 30 ft.

8 (-1) 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3)

Skills Acrobatics +6, Arcana +5, Deception +5, Insight +4, Perception +4, Performance +5, Persuasion +5, Stealth +6
Saving Throws Dex +6, Cha +5
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 1 (200 XP)


  • Innate Spellcasting. The leprechaun’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
  • Keen Hearing. The leprechaun has advantage on Wisdom (Perception) checks that rely on hearing.
  • Magical Resistance. The leprechaun has advantage on saving throws against spells and other magical effects.


  • Blinding Sparkle. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) radiant damage, and the target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Invisibility. The leprechaun can magically turn invisible until he attacks or casts a spell, or until his concentration is broken (as if concentrating on a spell).
  • Mischievous Pranks. The leprechaun enjoys playing tricks and practical jokes. As an action, he can create a minor illusion or perform a small trick to distract or confound his enemies. Any creature within 10 feet of the leprechaun that can see or hear him must succeed on a DC 12 Wisdom saving throw or be frightened or restrained (leprechaun’s choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Wishes. The leprechaun can grant up to three wishes to creatures who are grappling it. A particular leprechaun that has this power can grant one to three wishes to a creature that isn’t a leprechaun, one wish per correctly answered question. Once a leprechaun has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same leprechaun can expend its limit of wishes on a specific creature only once in that creature’s existence. To be granted a wish, a creature grappling the leprechaun states a desired effect to it. The leprechaun can then cast the wish spell on the creature’s behalf to bring about the effect.


  • Cunning Action. On each of its turns, the leprechaun can use a bonus action to take the Dash, Disengage, or Hide action.
  • Polymorph Object. The leprechaun can cast polymorph on nonliving objects as a bonus action. This polymorph effect lasts for 1 hour, and the leprechaun can maintain concentration on the spell as long as it’s within 60 feet of the object.


  • Slippery Trick. The leprechaun magically escapes bonds and slips grapples. The leprechaun can use this ability as a reaction when an effect imposes the grappled or restrained condition. The effect fails, and the leprechaun can move up to half its speed without provoking opportunity attacks.


Leprechauns are diminutive folk standing at about two feet tall. They have pointed ears and noses, with the male leprechauns having beards. Their attire usually consists of pointed shoes, brown or green breeches, green or gray coats, and either wide-brimmed or stocking caps. Some leprechauns also carry long-stemmed pipes.

Leprechauns are found in fair, green lands and sylvan glens. They are solitary creatures but live in small families known as clans. Each clan uses first names and surnames, and names can be a good indicator of the clan’s identity. Leprechauns are highly magical and enjoy frolicking, working magic, and causing harmless mischief.

They have a fondness for borderlines, such as dawn and dusk, the shores, and the equinoxes and solstices, where they are often seen celebrating and frolicking.

Leprechauns live in warm and dry caves with hearths, rugs, and furniture. They are naturally distrustful of humans and dwarves due to their greedy tendencies, but they get along well with elves, gnomes, and halflings. Despite their mischievous nature, they have a soft spot for weaker creatures and will not sit idly by while a helpless creature is attacked.

Each clan may have its own lair, and word travels fast between clans of the same surname. Leprechaun offspring are rare but exist, and they are born with the full magical powers of an adult. For every 10 adult leprechauns encountered, there is a chance to find one child.

The leprechaun’s treasure typically includes gold and other valuable items. If someone secures the leprechaun’s treasure, he will beg and bargain to get it back. In a last desperate attempt, he may grant the intruder three wishes (limited in scope).

Leprechauns are not combative by nature and prefer to use their magical abilities to outwit and trick their adversaries. They can become invisible at will, create illusions, and polymorph objects, which they use to distract, mislead, and escape from potential threats. However, when caught or cornered, they can defend themselves with a blinding sparkle, using their magical abilities to disorient their foes.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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