Leprechaun
Creature 2- Perception
- +11; low light vision
- Languages
- Common, Fey
- Skills
- Acrobatics +8, Deception +9, Gold Lore +7, Nature +7, Performance +9, Thievery +8
- Str +1, Dex +4, Con +1, Int +3, Wis +3, Cha +4
- AC
- 18; Fort +8, Ref +11, Will +10
- HP
- 25
- Speed
- 30 feet
Melee ◆ club +7, Damage 1d6+3 bludgeoning
Primal Innate Spells DC 18, attack +10; 2nd illusory creature, invisibility, illusory object; 1st runic weapon, vanishing tracks, ventriloquism; Cantrips (1st) figment, light, prestidigitation, telekinetic hand, telekinetic projectile
Create Object ◆◆ (manipulate, primal) Frequency three times per day
Effect The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first.
Leprechaun Magic Leprechauns love to use their magic to beguile others, and after generations of doing so, they've developed a strong connection to such tricks. When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +12.
Source: Pathfinder Monster Core 2