Leprechaun
Leprechaun — The Encounter
Hedge-cobbler of the Good Folk, guardian of the buried crock · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Leprechaun
Among the Good Folk, the leprechaun is the lone cobbler and hoarder, set apart from the merry rade by his solitary, mercantile heart. Folk swear that if you catch one mending a single shoe by a hedge and never break your gaze, he must yield his crock of buried gold, weighed coin for coin against your patience. But the eye wanders, and in that blink he is gone with a tip of his hat. The coins he leaves are often gilded leaves come morning, a jest to punish greed. He keeps no court and bows to no king of the hill; his loyalty is to the hoard alone, defended with cane, curse, and a cruel little laugh. Bargain fairly and he honors the deal to the letter, twisting every loophole. Cheat him, and the curse of the crock follows you home, withering luck until restitution is paid in true gold to the hidden earth.
Run Leprechaun in Sixty Seconds
- Hold position at range. The leprechaun is a kiter, not a brawler. Keep it 30 ft. out, lobbing Pocket Trick, and never let it get cornered.
- Open with Pocket Trick. Charm-lock the party's fastest or most dangerous PC first (speed 0, no reactions) so they can't close the gap.
- Kill-priority: drop it fast. 44 HP is thin, but Lucky Dodge and Slip Away make it slippery. Burst it down before it spreads The Crock's Curse on a killer.
- When bloodied, it bargains or bolts. Have it offer its crock (real or false gold) to buy a turn, or Slip Away into the hedge and curse whoever lands the blow.
- Three ways to run it: trickster, guardian, or coward. As a riddling trickster it charms and taunts; as a hoard-guardian it stands by its crock with Sceolan; as a coward it kites and vanishes the moment a real fight starts.
Leprechaun
Small fey, chaotic neutral
CR 2 · 450 XP · GUIDELINEFey Cunning. The leprechaun has advantage on saving throws against being charmed, and magic can't put it to sleep.
The Crock's Curse. Signature. A leprechaun never relinquishes its hoard. If reduced to 0 hit points by a creature, that creature is cursed for 24 hours: it has disadvantage on attack rolls and ability checks, and any treasure it picks up turns to worthless leaves the next dawn unless the curse is lifted by remove curse or the creature returns gold of equal value to a hidden place. A leprechaun may end the curse at will as a bargain.
Actions
Multiattack. The leprechaun makes two Shillelagh attacks, or makes one Shillelagh attack and uses Pocket Trick.
Shillelagh. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage.
Pocket Trick. Ranged trick, range 30 ft., one creature. The target must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn, distracted by a glint of false gold. While charmed this way, the target's speed is reduced to 0 and it can take no reactions.
Bonus Actions & Reactions
Slip Away. As a bonus action, the leprechaun takes the Disengage or Hide action. It can attempt to Hide even when only lightly obscured by clutter, hedge, or its own kicked-up dust.
Lucky Dodge. Reaction. When hit by an attack, the leprechaun adds 2 to its AC against that attack, potentially causing it to miss. It then moves up to 10 ft. without provoking opportunity attacks.
A wizened little fellow in a battered top hat and a coat full of secret pockets, leaning on a blackthorn cane and grinning like he already has your purse.
Leprechaun, Bound
Companion · acts on your initiative
Bound · GUIDELINEFaerie Nose (signature). Leprechaun has advantage on Wisdom (Perception) and (Survival) checks to track creatures or sniff out hidden gold and invisible fey within 60 ft.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and a Medium or smaller target must succeed on a DC 12 Strength save or be knocked prone.
Reactions
Guard the Crock. When an ally within 5 ft. is hit by an attack, Leprechaun may impose disadvantage on that attack roll by lunging into the way.
A shaggy green-eyed lurcher that smells gold a mile off and bites the hand that reaches for it.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Pocket Trick to charm-lock your most mobile threat, then Slip Away into cover before the party reaches it. If clustered, it hangs at 30 ft. pelting one charm a round and Lucky-Dodges the first melee hit. Kill-priority it before it bloodies anyone with The Crock's Curse; pair it with a bigger fey or a hedge-witch boss as the slippery harasser piece, never as the centerpiece.
Same kit, scaled up to vex a mid-tier party: charm the controller or healer, then vanish. If clustered, it kites and lets Lucky Dodge eat the first big swing each round. It is an add-on harasser here, not a solo; run it beside a true T2 boss and let it peel one PC out of the fight every turn.
At this tier it is a curse-dealing nuisance attached to a far larger threat. Open by charm-locking the highest-mobility PC, Slip Away, and dare them to chase. If clustered, it never stands still; it Disengages every bonus action and forces the party to split. Pair it with a flagship boss as the annoyance that punishes greed and tanks no hits.
Put Leprechaun on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Leprechaun?
Its home stat block is CR 2 (450 XP), tuned for a level 1-4 party as a slippery charm-and-curse harasser. Scaled tactics for tier 2 (CR 6-ish) and tier 3 (CR 11-ish) are provided so you can drop it beside a bigger boss at higher levels.
Can Leprechaun be a companion or ally?
Yes, if the party can strike a fair bargain. A leprechaun honors a deal to the exact letter, so a clever group can win a one-scene favor, a tip toward buried treasure, or safe passage through fey ground, usually in exchange for gold, a service, or a riddle answered. Cheat it and the Crock's Curse follows you home.
Is the leprechaun a fiend or a fey?
It is fey through and through, one of the solitary Good Folk rather than the trooping kind. It is immune to magical sleep, resists being charmed, and bleeds laughter and false gold rather than malice, making it a perfect non-lethal social or chase encounter.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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