Leprechaun
Tiny Fey
Hit Dice	½d6 (2 hp’s)	
Initiative	+8 (+4 Dex, +4 Improved Initiative)	
Speed	35 ft	
AC	16 (+2 size, +4 Dex)	
Attacks	Shillelagh –4 (melee)	
Damage	Shillelagh 1d6-2	
Face/Reach	2½ / 0	
Special Attacks	Spells	
Special Qualities	Spells, SR 16	
Saves	Fort +0, Ref +8, Will +4	
Abilities	Str 3, Dex 18, Con 10, 
Int 16, Wis 14, Cha 12	
Skills	Appraise +7, Balance +8, Bluff +5, Concentration +4, Diplomacy +5, Escape Artist +8, Hide +8, Listen +12, Move Silently +8, Pick Pockets +12, Sense Motive +6, Spot +8	
Feats	Alertness, Improved Initiative, Lightning Reflexes, Run	
Climate/Terrain	Temperate Green lands, sylvan glens	
Organization	Clans of up to 20 members	
Challenge Rating		
Treasure	Standard away from lair, triple standard coins in lair	
Alignment	Usually neutral	
Advancement Range	By character class	

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Leprechauns are incredibly hard to surprise.  They are known to be great practictioners of practical jokes as well as beign petty thieves.  They never lead pursuers to their homes, and if caught in their homes, they attempt to dupe their captor into thinking that he got all their treasure.  They are smart and rather wiley.

Spells: Leprechauns can become invisible at will, polymorph nonliving objects, create illusions (with full audio and olfactory effects), and use ventriloquism spells as often as they like.

Skills: +4 to Listen and Pick Pocket skill checks.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Leprechauns prefer the wizard class to all others, and they tend to specialize in illusions.  Rogues are also quite common among these small folk.