5e SRD >Creatures >


Small fey, neutral

Armor Class 13
Hit Points 14 (4d6)
Speed 40 ft.

7 (-2) 16 (+3) 11 (+0) 16 (+3) 15 (+2) 16 (+3)

Skills Deception +5, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed
Senses passive Perception 16
Languages Common, Sylvan
Challenge 2 (450 XP)

Special Traits


  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


This creature resembles a tiny elf with long pointed ears and a pointed nose. It is dressed in brightly colored clothes of red and green and wears a wide-brimmed hat.

Leprechauns are short fey creatures, about 2 feet tall. They favor brightly colored clothes, particularly greens and reds. Leprechauns are a jovial people, enjoying fine food and drink; some leprechauns also enjoy a good smoke from a long-stemmed pipe. They are a tricky folk and enjoy jokes and pranks, although they usually do not appreciate being the victims of such acts. Most leprechauns are skilled pickpockets, and it is a favored prank of these wee folk to filch items from unsuspecting travelers in their domain and then taunt the intruders into pursuit. The leprechaun so involved in the prank often alternates between being visible and invisible as he teases and pesters his pursuers in a merry chase.

Leprechauns tire of pranks quickly, however, and will give up the stolen item and sneak away. Some say leprechauns are descendants of halflings and pixies. Leprechauns summarily dismiss this rumor, however, scoffing at those who repeat it.

Leprechauns are fun-loving creatures and prefer to avoid combat. When facing opponents, a leprechaun usually turns invisible and flees. If forced into melee, a leprechaun uses its abilities to their fullest extent, seeking to drive an opponent off rather than kill it.

Leprechaun Traits

Leprechauns have a penchant for green, browns, grins, pranks, pots of gold, and lucky charms.

  • Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Age. Leprechauns remain children for around the same amount of time as humans, but live as long as elves, if not longer.
  • Alignment. Leprechauns dislike rules, as a rule, and are almost never lawful. They are almost always, as a rule, neutral or chaotic, but don’t usually hew towards good or evil to any real extent.
  • Size. You are average for fey but smaller than most other races. Your size is Small.
  • Speed. Your base walking speed is 30 feet.
  • Faeriefolk. You cannot be put to sleep or aged by magic.
  • Polymorph Object. You can touch as an action one nonmagical inanimate object not being held or worn by another creature and magically transform it into another nonmagical inanimate object of the same size. The object remains changed for 1 minute, or until you use an action to change it back to its true form. A transformed object functions normally for the duration.
  • Trickster Magic. You can cast the dancing lights cantrip. When you reach 3rd level, you can cast the silent image spell once per day. When you reach 5th level, you can cast invisibility spell once per day. Charisma is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Common and Sylvan.
Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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