KING
Leprechaun

Leprechaun

Fey · no Crown (Mundane)

T2d6Minor

Gold-hiding tricksters, leprechauns rainbow-ride, pots guarded by riddles.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Lucky

Once per encounter, the leprechaun forces a reroll of any one roll made against it.

Maneuvers

Maneuver

Vanish

The leprechaun turns invisible. It reappears when it attacks or is struck.

Maneuver

Gold Illusion

A glittering pot of gold appears within 60 ft. Each creature that sees it makes a Mind save (DC 13) or spends its next movement heading toward it.

Reactions

Reaction

Rainbow Escape

When hit, the leprechaun streaks away as a rainbow, teleporting up to 60 ft. Creatures within 5 ft of its path make a Sense save (DC 13) or are blinded for 1 round.

Tactics

GM tactics

Never fights fair. Uses Gold Illusion to draw the greediest away from the fight, then Vanishes and strikes from nowhere. Streaks off with Rainbow Escape if touched. Will bargain riddles for freedom if captured.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.