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  1. - Top - End - #1
    Ogre in the Playground
     
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    Oct 2009

    Default Irish Fey Repost

    In honor of Saint Patrick's Day, I'm reformatting, and reposting the Leprechauns, Clurichauns, and Far Darrigs (along with fixing various mistakes in the stat blocks). Happy Saint Patrick's Day!



    Leprechaun
    Small Fey
    Hit Dice:
    1d6 (3 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (+2 Deflection, +1 size, +2 Dex), touch 15, flat footed 13
    Base Attack/Grapple: +0/-5
    Attack: Club +0 melee (1d4-1)
    Full Attack: Club +0 melee (1d4-1 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Crock of Gold, Create Magic Shoe, Damage Reduction 5/Cold Iron, Lowlight Vision
    Saves: Fort +0, Ref +4, Will +4
    Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 18, Cha 17
    Skills: Appraise +6, Bluff +7, Diplomacy +7, Disguise +9, Escape Artist +6, Forgery +8, Hide +10, Move Silently +6, Open Lock +6, Profession (Cordwainer) +8
    Feats: Deceitful
    Environment: Temperate Hills
    Organization: Solitary, or Family (1-6 plus 1-2 Clurichauns)
    Challenge Rating: 1
    Treasure: Double Standard
    Alignment: Usually Chaotic Neutral
    Advancement: By character class
    Level Adjustment: +4

    A small creature that appears to be a cross between fey and Halfling appears. He is wearing all red, and is using a small walking stick.

    Leprechauns are small tricksters native to temperate plains. Unlike more wild fey, they have somewhat adapted to the rise of civilizations. As far as they are concerned, if humanoids leave their homes alone, they can do whatever they want. They are renowned cordwainers, and occasionally travel to humanoid lands to sell their wares (usually disguised as Halflings or Gnomes). Leprechauns are generally indifferent towards others, but those who get on a Leprechaun’s bad side are often the victims of pranks. These tricks usually involve loss of wealth or humiliation of the victim.

    Leprechauns are generally solitary, but families of no more than eight may exist. Despite both being usually solitary, Leprechauns and Cluricauns accept each other’s company, as long as the Cluricauns do not get in the way of the Leprechauns work. Leprechauns are free spirited and hate oppression, but may be forced into working for humanoids. Taking such action is never wise, however, as Leprechauns then perform cruel tricks aimed to harm their employers emotionally. In such conditions, they also encourage any Clurichauns in their company to destroy as many items as they want.

    Legend holds that anyone who captures a Leprechaun may force it to give them all its treasure. Unfortunately, this is not true. Leprechauns have as many fake coins as it has real, and they always try to convince their captors to take this first. If the captors see past the ruse, Leprechauns will then give them the real treasure. Afterwards, however, they show their cruel streak; they often ally with any Far Darrigs nearby and wreak vengeance against the village of the Leprechaun’s captor, performing gruesome pranks and kidnapping the firstborn of every family.

    Leprechauns have simple social customs. They love wealth, and do what they can to gain it in an honorable way (though the definition of “honorable” varies from Leprechaun to Leprechaun). They usually wear red, green, or a mixture of both. Leprechauns also have a penchant for using a special type of walking stick called a Shillelagh, which is traditionally made of blackthorn or oak.

    Leprechauns are 2 ½ feet tall, and speak Sylvan. Most also speak Common.

    Combat
    Leprechauns rarely enter combat, instead trying to confuse enemies and flee. If forced to, the Leprechaun use their Shillelagh as a weapon (it has the same statistics of a small club)

    Create Magic Shoe (Su): Leprechauns do not need to meet the prerequisites to make boots or other foot-equipped wondrous items in order to make them, if the caster level required is 3rd or lower. In this case, the Leprechaun is treated as having all spells and feats necessary to create them, and the time required to make them remains the same.

    Crock of Gold (Su): Leprechauns have a small pot that contains all their wealth. It works in many ways like a type IV bag of holding. Once per week, the Leprechaun may summon this pot into existence. At this time, he may withdraw or deposit as much as he likes. In addition, this item has a “secondary container,” of sorts, that can be opened instead. This has a number of gold pieces equaling the value of real treasure in the actual crock of gold. It requires a will save (DC 19) to realize that these gold pieces are actually dried leaves, rocks, and twigs. The illusion stops eight hours removing them from the crock. Fey creatures automatically see past this disguise. The crock disappears after an hour, or when the Leprechaun wills it, whichever is sooner.

    Spell-like Abilities: At will- Lesser Confusion (DC 15), Shillelagh. 1/day- Invisibility (self only), Blink, Disguise Self. Caster Level 5th. DCs are Wisdom based.

    Skills: Once per day, a Leprechaun can grant himself a +2 luck bonus to a single skill check. The Leprechaun must add this bonus before performing the check. It is wasted for the day even if the check is unsuccessful.
    Last edited by LOTRfan; 2011-03-17 at 04:32 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Irish Fey Repost



    Clurichaun
    Small Fey
    Hit Dice: 1d6+2 (5 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares)
    Armor Class: 14 (+2 Deflection, +1 size, +1 Dex), touch 14, flat footed 13
    Base Attack/Grapple: +0/-3
    Attack: Club +2 melee (1d4+1 damage)
    Full Attack: Club +2 melee (1d4+1 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, Aura of Intoxication
    Special Qualities: Damage Reduction 10/Cold Iron, Lowlight Vision, Illiteracy, Teleportation
    Saves: Fort +2, Ref +2, Will +3
    Abilities: Str 12, Dex 13, Con 15, Int 8, Wis 11, Cha 18
    Skills: Appraise +3, Bluff +8, Disable Device +6, Hide +8, Open Lock +2, Ride +4
    Feats: Nimble Fingers
    Environment: Temperate Hills
    Organization: Solitary, or Drinking party (1-4)
    Challenge Rating: 2
    Treasure: None
    Alignment: Usually Chaotic Neutral
    Advancement: By character class
    Level Adjustment: +5

    This creature looks like a cross between a pixie and an elf. It’s stained blue clothes reeks of beer, and it walks around on a walking stick.


    The Clurichaun is a small creature similar in appearance to Leprechauns. In fact, more often than not they are described as lazy versions of their cousins. While, indeed, their main difference does seem to be a difference in work ethics (Clurichauns don’t have one), Clurichauns have a bunch of nasty surprises up their sleeves.

    Clurichauns spend the majority of their lives in urban environments, drunkenly stumbling from cellar to cellar, drinking alcohol and eating food. If that wasn’t bad enough, they love to pull pranks on the owners of the establishments they visit. They often times destroy expensive items, and kidnap pets, only to return them days later. They remain as long as the cellar’s owners are stocked with food. After the food is gone, they perform one more trick (often times releasing all live stock from their pens) before moving on to the next house.

    Clurichauns love to ride animals, their favored mounts being riding dogs and sheep. They steal these animals in the middle of the night, and return them to maddened owners in an exhausted state. Clurichauns get along well with Leprechauns as long as they are fun loving after work. Clurichauns even occasionally live with families of Leprechauns, despite both creatures being mainly loners. Unlike the Leprechauns, Clurichauns do meet with others of their kind once a month, stealing enough ale to ruin bars financially.

    Clurichauns never work for a living. They just feel that they shouldn’t have to earn money to support their drinking habits. As a result, their clothing (always blue, red, or mixture of both in color) is often under kept and old. Clurichauns without class levels are illiterate.

    Clurichauns speak both Sylvan and Common, and are about 3 ½ feet in height.

    Combat
    Clurichauns rarely enter combat, but it does happen more often than when Leprechauns enter combat. Most of these incidents are simple bar fights, but they do fight back viciously if caught trying to sneak into a sheep pen.

    Aura of Intoxication (Su): Clurichauns as a race have been alcoholics for so long, they can exude a supernaturally powerful smell of whiskey. The Clurichaun must have drank alcohol in the past hour to use it, and this cannot be used again until he has drank more alcohol. Creatures coming within 15 ft. of it must succeed on a Fortitude save (DC 15), or be sickened for 5 rounds. Fort save DC is Charisma based.

    Illiteracy: A Clurichaun is completely illiterate. In order to learn to read and write, a Clurichaun must spend two skill points, or gain a level in a class that is not barbarian.

    Spell-like Abilities: At will- Lesser Confusion (DC 15), Shillelagh. 1/day- Invisibility (self only), Charm Person (DC 15), Charm Animal (DC 15). Caster Level 5th. DCs are Charisma based.

    Teleportation (Sp): This functions as the spell greater teleportation, except that the destination must be an area in which the Clurichaun would be submersed in alcohol (a barrel filled with beer, for example). Caster Level 12th.
    Last edited by LOTRfan; 2011-03-17 at 04:11 PM.
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  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: Irish Fey Repost



    Far Darrig
    Small Fey
    Hit Dice:
    1d6+3 (6 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares)
    Armor Class: 13 (+2 Dex, +1 Size), touch 13, flat footed 13
    Base Attack/Grapple: +0/-2
    Attack: Club +3 melee (1d4+2 damage)
    Full Attack: Club +3 melee (1d4+2 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, Sneak Attack +1d6
    Special Qualities: Damage Reduction 10/Cold Iron, Lowlight Vision, Uncanny Dodge
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 8
    Skills: Craft (trap) +4, Disguise +3, Hide +10, Intimidate +3, Listen +4, Move Silently +6
    Feats: Improved Critical (Dagger)
    Environment: Temperate Hills
    Organization: Solitary
    Challenge Rating: 2
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: +3

    This creature looks like a cross between a small elf and a leprechaun, its skin a pale yellow. It doesn't have the walking sticks favored by its related kin. It wears nothing but a red coat and cap.

    Far Darrigs are, by nature, chaotic beings of destruction and homicide. They love pulling practical jokes, but theirs is far more gruesome and emotionally scarring, if not outright lethal to the victim. Far Darrigs are shunned by most fey. Satyrs and Nymphs find them much too sadistic, but despicable fey generally tolerate them. Far Darrigs and Red Caps have strong racial alliance (in fact, some say that the Far Darrigs wear only red in an attempt to emulate their stronger allies).

    Far Darrigs like to perform gruesome tricks. Some might be killing a family's dog and decorating the house with its intestines, mimicking disturbing sounds, and pushing heavy objects off of ledges. Far Darrigs also kidnap the first born of every family in any village that appears within one mile of their home. It is not known where exactly they go, but some say they are sacrificed to the Unseelie Court on the Plane of Faerie.

    Far Darrigs gain a sick sense of pleasure when terrifying mortals, and have been known to send nightmares to their victims. Far Darrigs speak Sylvan and Common, and are about 2 1/2 feet in height.

    Combat
    Far Darrigs, despite their penchant for blood, dislike engaging in actual combat. they prefer to allow their stronger Red Cap allies to take care of threats. Far Darrigs generally become ethereal if danger presents itself.

    Spell-like Abilities: At will- Ghost Sound (DC 10), Ghost Touch (DC 12), Shillelagh. 3/day- Etherealness. 1/day- Nightmare (DC 15). Caster Level 17th.

    Uncanny dodge (Ex): Far Darrigs are well adapted to reacting to danger. They keep their Dexterity bonus to their Armor Class when flat footed or attacked by invisible creatures.

    Skills: Far Darrigs get a +4 bonus to diplomacy checks when made against Red Caps.
    Last edited by LOTRfan; 2011-03-17 at 04:09 PM.
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  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: Irish Fey Repost

    I'm a little bit lost how redcaps and far derrig are related, beyond their preference for red...[the colour of solitary fairies].

    I'd not use these versions, simply because they're really frail and the leprechaun isn't really able to fulfil his wish-granting-trickster role from the myths he appears in. Most references to shoemakers are actually to gnomes, elementals...
    Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
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  5. - Top - End - #5
    Ogre in the Playground
     
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    Default Re: Irish Fey Repost

    The Far Darrigs and Leprechauns were never really close in actual myths. That is just creative license.

    As for the Leprechauns, the only stories I heard of them granting wishes was in the Fergus mac Léti. It has been a while since I've actually heard the stories, though. Admittedly, though, the Leprechauns are based off of the tales by William Yeats (my mother used to tell them to me, so I am most familiar with them).

    If you have any suggestions, though, I'd gladly make any corrections.
    Last edited by LOTRfan; 2011-03-17 at 05:05 PM.
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