Leprechaun King

Family: Leprechauns

Small fey, chaotic neutral

Armor Class 15
Hit Points 54 (12d6 + 12)
Speed 40 ft.

7 (-2) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 16 (+3)

Saving Throws Dex +4, Cha +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that are not cold iron
Skills Deception +7, Insight +4, Nature + 4, Perception +6, Sleight of Hand +7, Stealth +7
Senses passive Perception
Languages Common, Elven, Halfling, Sylvan
Challenge 4 (1,100 XP)


  • Bewildering Blarney. The leprechaun gains has advantage on Charisma (Deception) checks, and if engaged in conversation it can use its spell-like abilities without being noticed if it can make a Charisma (Deception) check against the passive Perception of any onlooker. When engaged in conversation with a creature, a leprechaun can cause creatures to forget the last minute unless they succeed at a DC 14 Intelligence saving throw.
  • Innate Spellcasting. The leprechaun’s innate spellcasting ability is Charisma (spell save DC 13). The pixie can innately cast the following spells, requiring no components:
  • Leprechaun Magic. When a leprechaun uses any of its spell-like abilities to deceive, trick, or humiliate a creature (at the GM’s discretion), including pretending it has the ability to grant wishes or that it will reveal the location of a hidden hoard of gold or other treasure, 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. Magic Resistance. The leprechaun has advantage on saving throws against spells and other magical effects.


  • Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the leprechaun confirms a critical hit with its shillelagh, the target is knocked prone.


The leprechaun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The leprechaun regains spent legendary actions at the start of its turn.

  • Club. The leprechaun makes a club attack.
  • Move. The leprechaun moves up to its speed without provoking opportunity attacks.
  • Cast a Spell (Costs 2 Actions). The leprechaun casts one spell.


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.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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