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LEPRECHAUN

   If you like practical jokes, and can manage an Irish brogue, you are
   probably qualified to play a leprechaun. These mischieveous creatures
   cause almost as many problems for their friends as their enemies, but
   they have many talents, and may add humor to an otherwise dull
   adventure.
   Leprechauns can advance without limit as illusionists, to the 10th
   level as MUs, or to the 8th as thieves. Double classing is possible
   (as illusionist/thief or MU/thief); the usual restrictions apply. As
   thieves, leprechauns enjoy the same bonuses as halfings. Regardless
   of class, they are AC9 (plus dexterity adjustments) and may not wear
   armor. They use no weapons but daggers and small shillelaghs (which
   do 2-5 points damage, mostly to shins and kneecaps).
   Leprechauns speak common, their own language and an alignment
   language. They may learn additional languages by the usual means.
   They move 15" Regardless of class, they start with 1d4 hit points,
   and gain 1d4 for each level above the first. Player character
   leprechauns are not immune to magic, but do have +4 on saving throws
   vs. magic. Because of the sharp ears they can be surprised only on a
   roll on 1 on a 10-sided die. In general, class abilities replace the
   racial abilities in the Monster Manual.
   Leprechauns are invariably good. They stand about 2' tall; the
   chorter the leprechaun, the bigger the ego. They love gold and behave
   like magpies generally. Their jokes are endless - one might change
   self to pose as a silly looking crest on a fighter's helm, or conjure
   an illusory chair for someone to sit on. Leprechauns are less than
   fearless, and rarely hand around when their side is obviously losing.
   ST  3/ 8        IN 11/18        WS  2/12
   DX 11/18        CN  3/14        CH  6/18
   Alignment: C/G
   Classes: Magic User, Illusionist, Thief, Magic User/Thief,
   Illusionist/Thief

