Leprechaun (CR 1)
Alignment: Usually neutral
Initiative: +3 (Dex); Senses: Listen +8 and Spot +6
Languages: Common, Dwarven, Gnomish, Halfling, Sylvan and occasionally Terran
AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Hit Dice: 1d6 (3 hp)
Fort +0, Ref +5, Will +4
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -6
Attack: Sap +4 melee; or tiny crossbow +4 ranged
Full Attack: Sap +4 melee; or tiny crossbow +4 ranged
Damage: Sap 1d4-2; or tiny crossbow* 1d4
Special Attacks/Actions: Spell-like abilities, special arrows
Abilities: Str 6, Dex 17, Con 11, Int 16, Wis 15, Cha 18
Special Qualities: SR 23
Feats: Alertness; Spell Focus (Illusion); Weapon Finesse (sap); Weapon Finesse (tiny crossbow)
Skills: Appraise +6, Bluff +8, Concentration +4, Craft (any one) +6, Diplomacy +6, Disable Device +4, Escape Artist +6, Hide +9, Jump +2, Knowledge (nature) +6, Listen +8, Move Silently +8, Open Lock +4, Perform (any two) +6, Pick Pocket +4, Search +6, Sense Motive +6, Spellcraft +6, and Spot +6
Advancement: 2-3 HD (Small)
Climate/Terrain: Temperate forest or hills
Organization: Solitary, gang (2-4), band (6-11), or clan (10-20)
Treasure/Possessions: Double standard
Spell-like Abilities: Leprechauns can use the following spell-like abilities at will as an 8th-level sorcerer (save DC 14 + spell level): ghost sound, invisibility, minor image, ventriloquism. They may also polymorph non-living objects 3/day (treat as polymorph other, but with the duration of polymorph self).
Special Arrows (Ex): Leprechauns use the same type of arrows as pixies. See the Sprite (Pixie) listing in the Monster Manual for details.
*Tiny crossbows have the same stats as hand crossbows, but are cocked using a lever like a light crossbow.
Skills: Leprechauns gain a +2 racial bonus to Bluff, Hide and Move Silently checks.