The curse provided great benefit but also forced Cord to
unravel its mystery. But unfortunately for Cord there were others so cursed as
well who would prove to be a great hindrance. In the style of Highlander
there could only be one and Cord would spar with these other cursed individuals
often. But perhaps his greatest cursed rival was something I dreamed up literally
on the spot. Roderick the Rabid was an incredibly malicious and evil leprechaun
with vampirism.
Cord himself was a vampire as well so the battles between
the two of them were the stuff of legend. Entire buildings demolished, statues
smashed and stone walls broken. The combats had a very superhero vibe to them
and were quite entertaining. And with Roderick often appearing at the most inopportune
times Cord usually had his hands full.
With St. Patrick’s Day being celebrated tomorrow I thought
it would be fun revisit Roderick a tad by creating a new 5E mash-up. In Irish
folklore the leprechaun (leipreachán) is a diminutive
sprite or fairy which is known to be quite mischievous. Because of their love
of dancing leprechauns constantly need new shoes. Many were said to be cobblers
and covet gold which they hid or buried under rocks. The most popular legends
hold that if captured a leprechaun had
the ability to grant three wishes. Often humans would track them by listening for
the distinct tapping of the tiny cobbler’s hammer. William Allingham’s 18th-century
poem titled "The Lepracaun; Or, Fairy Shoemaker" speaks of the unique
sound:
"Lay your ear close to the
hill Do you not catch the tiny clamour,
Busy click of an elfin hammer,
Voice of the Lepracaun singing shrill
As he merrily plies his trade?"
So what would happen if this little trickster fey was
captured by a vampire? After granting its three wishes it was then bitten
and discarded. The creature awakens and its darkest desires are now an utter obsession.
Music, gold and shoes it craves with a healthy hunger for a stomach full of
blood.
Imagine a full moon casting light down upon a hill in the middle of a
village. There dancing with a fiddle or harp is the small silhouette of a figure. A villager
is awakened by the melodic sounds and sees what they believe to be a leprechaun.
Three wishes may be for the taking so they grab their fishing net and sneak outside. Unbeknownst
to the villager they are about to become the Vamprechaun's next meal!
Vamprechaun
(5th edition)
Small fey undead
(shapechanger), chaotic evil
Armor Class 19 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 40ft.
STR 18 (+4)
DEX 18 (+4)
CON 18 (+4)
INT 17 (+3)
WIS 12 (+1)
CHA 18 (+4)
Saving Throws Dex +9, Wis +6, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic;
bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 120 ft. , passive Perception 16
Languages Fey and common
Challenge 14 (11,400 XP)
ABILITIES
Shapechanger. If the vamprechaun
isn't in sun
light or running water, it can use its action to polymorph into a tiny woodland
creature, invisible, or back into its true form. While in animal form, the vamprechaun
can't
speak, its
walking
speed is 5
feet, and
it has
a flying speed
of 30
feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it
is carrying does. It reverts
to its true form if it dies.
Invisible Passage. The vamprechaun
magically turns invisible until it attacks. While invisible, it leaves no physical evidence of passage, so it can be tracked only by magic. Any equipment the vamprechaun
wears or carries is invisible as well.
Legendary
Resistance (3/Day). If the vamprechaun fails a saving throw, it can choose to succeed instead.
Prismatic Escape. When it drops to 0 hit
points outside its resting place, the vamprechaun transforms into a multi-colored mist (as in the Shapechanger
trait) instead
of
falling
unconscious,
provided that it isn't in sun light or running water. If it can't transform, it is destroyed. While it has 0 hit
points in prismatic mist form, it can't revert to its original form, and it must reach its hidden pot of gold within 2 hours or be destroyed. Once
at its pot of gold, it reverts to its vamprechaun form. It is then
paralyzed until it regains at least 1 hit point. After spending 1 hour next to its hidden pot of gold with 0 hit points, it regains 1 hit point.
Regeneration. The vamprechaun regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sun light or running water. If vamprechaun takes radiant
damage or damage from holy water, this trait doesn't function at the start of the vamprechaun's
next turn.
Spider Climb. The vamprechaun
can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Cobbler’s Affection. The vamprechaun can be distracted
by beautiful shoes and must make a DC15 Wisdom save at the beginning of every
round it remains in the presence of fine shoes. If it fails the vamprechaun has
disadvantage on all attacks for the round.
Forbiddance. The vamprechaun can't enter a residence without
an invitation from one of the occupants.
Harmed by Running
Water. The vamprechaun takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing
weapon made
of wood is driven into the vamprechaun's heart while the vamprechaun is
incapacitated in its resting place, the vamprechaun is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vamprechaun takes 20 radiant damage when it starts its turn in sunlight. While in sun light, it has disadvantage on attack rolls and ability checks.
ACTIONS
Multiattack (Vamprechaun
Form Only). The vamprechaun makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vamprechaun
Form Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage.
Bite (Woodland
animal or Vamprechaun Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated,
or
restrained. Hit: 7 (1d6 + 4) piercing damage
plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vamprechaun regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn
under
the vamprechaun’s control.
Charm. The vamprechaun plays music with
its fiddle or harp. Any target within 30’ that can hear the music must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vamprechaun. The charmed target regards the vamprechaun
as a trusted
friend to be heeded and protected. Although the target isn't under the vamprechaun’s control, it takes the vamprechaun's requests or actions in the most favorable way it can, and it is a willing target for the vamprechaun’s bite attack.
Each time the vamprechaun or the vamprechaun's companions do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vamprechaun is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Dark Ritual (1/Day). The vamprechaun magically calls for 4d6 Twig
Blights to appear. The called creatures arrive in 1d4 rounds, acting as allies of the vamprechaun and obeying its spoken commands. The creatures remain for 1 hour, until the vamprechaun dies, or until the
vamprechaun dismisses them as a bonus action.
LEGENDARY ACTIONS
The vamprechaun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vamprechaun regains spent legendary actions at the start of its turn.
Move. The vamprechaun moves up to its speed without provoking opportunity attacks.
Vanishing Trick. The vamprechaun uses invisible passage.
Bite (Costs 2 Actions). The vamprechaun makes one bite attack .