Two New PC Races: Leprechauns & Giant Eagles
by Roger E. Moore
(C)1995 TSR, Inc. All Rights Reserved.
One thing I liked to do for the original AD&D(R) campaigns I once
ran was to create some player-character races specific to those
worlds. Last year at the 1994 GEN CON(R) games fair, I was on two
separate panels talking about creating new PC races, and the
following are two new races I created for handouts. Each race is
written up in the style of The Complete Book of Humanoids, by Bill
"Star Wars" Slavicsek, with special notes on how I worked out the
details. Comments are welcome; please leave them on the "Original
Campaigns" folder. Thanks to Bill and to Dori Hein, my two 1994
co-panelists.
The leprechaun is nice for players who either love their Irish
heritage or just want to cause trouble. The giant eagle is for the
player who wants something REALLY different and a little
Tolkienish. (I once played a giant eagle that was the reincarnated
form of a gnome thief, and this worked out wonderfully. Try it!)
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LEPRECHAUN
Ability Score Adjustments. +2 bonus to Dexterity and Charisma, -2
penalty to Strength and Constitution.
Ability Score Range
Ability   Min  Max
Strength  2    12
Dexterity 8    20
Constit.  6    16
Intell.   8    18
Wisdom    3    16
Charisma  8    18
Class Restrictions
Class     Max Level
Wizard
  Mage    12
  Spec.   15 (illusionist)
Rogue
  Thief   12
  Bard    12
All Other Classes: nil
Class Mixing. Any wizard class may be mixed with any rogue class.
Hit Dice. PC leprechauns receive hit dice by class. Normal
Constitution bonuses apply.
Alignment. Leprechauns are basically true neutral, but PCs can be
of any neutral alignment. Neutral-evil leprechauns are very rare
and are known as red caps, for their blood-dyed caps.
Natural Armor Class. 8, due to their small size (score will drop
with high Dexterity bonuses).
Background. Leprechauns are faerie folk who live in family clans in
temperate forests, glens, and hills. They are 2 feet tall, with
pointed ears and noses, who dress in pointed shoes, brown or green
breeches, green or gray coats, and wide-brimmed or stocking caps.
Some males have beards. Leprechauns enjoy the same foods that
humans like; they especially like wine, and many also smoke pipes.
They weigh about 20 lbs.
Languages. Leprechaun, halfling, elvish, gnomish, pixie, Common (as
appropriate).
Role-Playing Suggestions. If the player can manage a respectable
Irish brogue, all the better, but any sort of slightly accented
"country" speech might work. Leprechauns are merry, light-hearted,
full of laughter and jokes, mischievous, clever, and helpful of the
small and weak. They mean no one harm, though they distrust bigger
folk and non-faeries.
Leprechauns will never physically attack a foe. They are sworn to
never use weapons, but they can easily become fearsome saboteurs
against evil opponents with their polymorph, illusion,
ventriloquism, invisibility, and thieving powers. They love to
outwit and defeat more powerful foes.
Leprechauns make great companions for parties composed of elves,
halflings, gnomes, and other faerie and sylvan folk. They dislike
humans and dwarves, who tend to be very greedy, but can be won over
given sufficient reason to trust such beings.
As noted in the MONSTROUS MANUAL(TM) tome, leprechauns are fond of
borderlines, places or times when opposites meet or are mixed
(shorelines, twilight, equinoxes, etc.). They also love and collect
gold. I'd avoid having them dress in green all the time (too dull),
but a nice mix of rustic, woodsy, relaxing colors would be nice.
Special Advantages. Leprechauns can go invisible and use
ventriloquism (12th level of ability) five times each per day. They
have an 80% magic resistance and move at 15, being light and fast
on their feet. PC leprechauns have a 75% chance to
snatch/pickpocket small items less than 2 feet long and weighing 10
lbs. or less. Leprechaun rogues have instead a bonus of 75 points
to add to their pickpocketing skill.
Leprechauns have two more powerful powers, each usable once per day
per PC level. First, each can polymorph nonliving objects from
one substance into another; the target object must save vs.
disintegration or be polymorphed. The maximum size of a target
object is 1,000 cubic feet or 2,000 lbs., whichever applies. An
object must be polymorphed as a whole; part of an object cannot
be changed (e.g., a large stone in a wall could be changed if the
whole wall could not). Second, each leprechaun can cast an illusion
equal in all ways to a spectral force (12th level of ability).
Concentration is required, or the effect ends three rounds after
the leprechaun's attention is broken.
Leprechauns collect gold to give to sylvan deities as tribute.
These deities usually allow a leprechaun to grant up to three
limited wishes to foes if his gold hoard is threatened, but these
wishes should provide little real benefit to an enemy. If a
leprechaun can trick a foe into making a fourth wish, that bogus
wish eliminates the effects of the first three and causes the foes
to teleport away and become lost. Threats must be real; a faked
attempt to steal the gold will not provide any limited wishes, so
other PCs will not be able to receive such benefits from the
leprechaun PC.
Special Disadvantages. Leprechauns never engage in physical combat,
and they never carry or use weapons. They can use magical items
normally within class restrictions, but again cannot use magical
weapons such as daggers, darts, etc. They can use knives and such
for noncombat purposes, for cutting cloth, trimming weeds, etc.
Their small size frustrates their use of many magical items meant
for bigger folk, as well as most nonmagical tools and devices.
The leprechauns' 80% magic resistance also hinders their use of
magical items, as they must check against this resistance for any
held device to be used. This resistance also hinders any magical
effect cast upon the leprechauns, even if the spell is beneficial.
(This includes all healing and protective spells!) However, any
spells cast by a leprechaun still function normally within the
restrictions given above.
Monstrous Traits. Craving (gold, wine, or tobacco), dexterity,
hearing.
Superstitions. Leprechauns are firm believers in the power of
borderlines, and actively seek them out. They believe everyone is
trying to steal their gold, but this is usually less a superstition
and more a tragically correct assessment of the situation.
Weapon Proficiencies. None. All weapon-proficiency slots must
instead be filled by nonweapon proficiencies.
Nonweapon Proficiencies. Agriculture, alertness, brewing,
carpentry, cobbling, cooking, dancing, danger sense, drinking,
eating, fast talking, gaming, herbalism, local history, musical
instrument, poetry, pottery, seamstress/tailor, singing, weather
sense, weaving, whistling/humming, winemaking.
Special Notes:
Certain elements of the leprechaun, as presented in the MONSTROUS
MANUAL tome, were toned down to allow for more balanced game play
(in particular the "at will" abilities of polymorph, illusion,
ventriloquism, and invisibility). Magic resistance was given a
restrictive aspect rather than being altered or removed, and
certain powers were clarified and restricted for better play
(especially the polymorph power and the ability to grant limited
wishes). Side information also clarified why leprechauns have
certain behaviors, such as gold-collecting.
Because of the leprechauns' small size, a DM might consider having
all hit-point die rolls have a -1 modifier, so that hit points are
lowered to a minimum of 1 hp per die to reflect the lessened body
mass. If this is done, then all PCs who are 3 feet or less in
height should be treated in the same way. Constitution bonuses
still apply.
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GIANT EAGLE
Ability Score Adjustments. None. The type of die used for
generating ability scores is changed instead, to reflect a more
restricted range of starting scores.
Starting Ability Score Range
Ability             Min  Max
Strength (2d4+4)*   6    12
Dexterity (2d4+4)*  6    12
Constit. (2d4+4)*   6    12
Intell. (3d6)       3    18
Wisdom (3d6)        3    18
Charisma (3d6)      3    18**
* +1 STR, +1 DEX, and +1 CON points gained per level of ability, to
a maximum of 18 (no percentile roll for strength).
** CHA scores over 12 apply only to other avians.
Class Restrictions
Class     Max Level
Warrior
  Fighter 8
Priest
  Shaman* 8
* If The Complete Book of Humanoids is not available, use the
cleric instead.
Class Mixing. No class mixing is allowed.
Hit Dice. PC giant eagles receive hit dice by class (d10 for
warriors, d8 for priests). Normal Constitution bonuses apply.
Alignment. Giant eagles are basically true neutral, but PCs can be
of any neutral alignment (LN, NG, CN, NE, N).
Natural Armor Class. 10 on the ground, -2 modifier in flight due to
high speed, with further bonuses for high Dexterity.
Background. Giant eagles are huge birds (size Large, stand 10 feet
tall, wingspan 30+ feet). They are carnivorous and actively hunt
prey while flying, using superior vision to locate victims from
miles away. Giant eagles make their nests in tall, heavy trees and
high, rocky cliffs. They tend to be solitary.
Giant eagle PCs begin play as young adults, slightly smaller and
weaker than full adults. As they grow, they gain the ability and
combat bonuses detailed here.
Giant eagle shamans worship nature or avian spirits, but are not
found as druids even if of neutral alignment. Spellcasting for
eagle shamans requires verbal (eagle cries), somatic (wing and claw
gestures), and material (held in claws or beak) components.
Spellcasting cannot be performed in flight, unless using spells
with verbal components only.
Languages. Giant eagle only (avian "tongue" of cries, postures, and
gestures). However, a giant eagle has limited telepathy that allows
it to communicate with one intelligent creature per round within a
range of 10 feet. This power may be used at will throughout the
day, even while performing other actions except spellcasting.
Role-Playing Suggestions. Giant eagles fly at every opportunity,
getting the best perspective on outdoor situations. They prefer to
scout all environments carefully, and remain suspicious of the
motives of most intelligent beings. They get along best with
dwarves and elves, who usually mean them no harm, but are careful
around humans. They like aarakocra. Giant eagles are very
courageous and fear little.
While giant eagles do not have hands, they can wear magical rings
on their claws (one ring per foot) and magical bracers or
phylacteries on their legs (one per leg).
Special Advantages. Giant eagles fly at MV 48 (D). They can reach
altitudes of 5,000 feet or more with updrafts.
Eagles have eyesight so acute that they have a +6 bonus to avoid
being surprised by any visible creature. A being successfully
hiding in shadows or natural terrain reduces this bonus to +4. A
magically invisible creature might be detected if the DM feels
there is sufficient cause for this to occur (water surface
disturbed, footprints appear in dust, rustling of leaves). In this
event, the eagle gets a +2 bonus to avoid surprise each time such
an event occurs. (See the 2nd Edition DMG, page 120, for more.) The
DM may treat eagle PCs as if they each wore eyes of the eagle,
giving them 100x telescopic sight (e.g., items 1 mile away seem to
be only 52.8 feet away.).
Giant eagles can drop at high speed toward the ground, breaking the
fall or pulling out into a flat glide at the last second by
spreading their wings.
Special Disadvantages. Giant eagles move at MV 3 when on the
ground. They have no hands and cannot use the vast majority of
magical devices. They may use scrolls if they know reading, but
someone must hold the scrolls open; they may use potions, but
someone must open the bottles and pour them into a dish to allow
drinking; and so forth. They cannot use wands, staves, pistols,
tools, keys, etc. They can carry Small-size objects in their claws
in flight, but cannot carry anything in their claws when walking.
Of course, giant eagles cannot swim.
If wounded for 75% or more of total hit points, a giant eagle in
flight must land at once, as it cannot sustain flight and likely
has injured its wings. If wounded for 90% or more of total hit
points while flying, the eagle plummets to the ground (crash!).
Fireball spells, breath weapons, and the like are especially
dangerous, as they put out so much damage and are hard to avoid,
often knocking the eagle out of the sky regardless of the
saving-throw result.
In any enclosed space of 1,000 cubic feet or less, giant eagles
feel claustrophobic and suffer a -3 penalty on attack rolls.
Monstrous Traits. Flight, appearance 1, sight, speech.
Superstitions. Giant eagles fear dark enclosed spaces, and normally
refuse to enter tunnels or dungeons farther than a few feet, with
a quick retreat after.
Weapon Proficiencies. Giant eagles cannot use any sort of
artificial weapon. However, they begin play able to use several
attack modes in the following ways:
 
* 1d4/1d4 for claws and 1d8 for bite (when attacking ground
opponent or Small/Tiny aerial opponent);
* 1d4/1d4 for claws (when attacking an aerial opponent in a short
swoop-and-strike or fly-by motion);
* 1d4x2/1d4x2 for claws with dive (+4 to attack roll, 50+ feet
starting altitude above victim, double flying speed, fly-by against
aerial or grounded opponent);
* 1d2/1d2 for wings with buffet (target must be on a forward side,
not directly in front, within wingspan reach; target must save vs.
Dexterity on 1d20 or be knocked to the ground);
* Snatch creature of Tiny size (2 feet or less in height, weighing
less than 25 lbs.) from ground, water surface, or air, carrying it
away; both claws must hit; 25% chance that one arm of victim is
pinned; automatic claw damage may be inflicted every round on
victim; victim may be dropped from a great altitude; eagle's speed
is reduced by half and Maneuverability Class reduced by one level;
at 4th level and above, eagle may snatch Small being (4 feet or
less in height, weighing less than 50 lbs.), with 50% chance of arm
pin on Tiny creature.
Every level of ability gained grants an eagle a +1 bonus to every
die of damage done using a natural weapon. Thus, a 4th-level eagle
fighter does 1d4+4/1d4+4/1d8+4 with its claws and bite, 1d2+4/1d2+4
with its buffet, and (1d4x2)+4/(1d4x2)+4 for a diving attack. This
represents gains in the eagle's size and weight as it matures.
Every level of natural fighting proficiency taken allows an eagle
to gain a +1 bonus to all attack rolls, with an extra bite attack
taken during any normal claw/claw/bite routine (i.e., the extra
bite attack cannot be taken during dive, buffet, or snatch
attacks).
Nonweapon Proficiencies. Dancing (aerial acrobatics), direction
sense, endurance, languages (modern), local history, navigation
(aerial only), observation, reading, weather sense. Alertness and
danger sense are normally unnecessary due to the quality of the
giant eagle's vision.
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DM's GUIDELINES FOR PLAYER-CHARACTER MONSTERS
Fit the monster race, as best as possible, into normal format for
human, demihuman, and humanoid PCs (normal ability scores, classes,
kits, proficiencies, etc.).
Examine possible means of communication, movement, manipulation,
spellcasting, and skills acquisition; think about special
advantages and disadvantages in play.
Allow only classes and kits that seem logical and sensible within
the confines of your own campaign and common sense (e.g., eagles
cannot be thieves).
Allow for increase in size and ability scores for animals and
monsters if they grow from juvenile size to adulthood. Consider
setting a creature's maximum level limit at twice its normal hit
dice, for most sorts of animal PCs.
Consider allowing weapon proficiencies for natural weapons and
attack routines (claws, bite, head butt, hug, dive, spit, throw
item, etc.), with bonuses to hit and damage being added to normal
combat results. The natural weapon proficiency from The Complete
Book of Humanoids should be considered.
Clarify all vague powers and areas of ability, getting the exact
effects of innate magical powers, proficiencies, etc. Carefully
consider unbalancing effects of certain special powers, and look
for ways to restrict those special powers without removing them
(e.g., an eagle can be surprised under some circumstances).
Look at similar creatures in MONSTROUS MANUAL tome or other game or
literary sources for possible powers, abilities, and social notes
(e.g., borrowing the dragon's buffet and snatch attacks for the
giant eagle, and investigating the giant eagles of J.R.R. Tolkien's
The Hobbit for personality traits). If a real-world animal is being
played, look up authentic material on its appearance and behaviors,
modifying game material if desired to add more realism and special
traits (e.g., check details on flight abilities, plumage, habitats,
and diet or normal eagles).
Establish and stick to limits on playability for your particular
campaign (no undead, no Outer Planes critters, no giant space
hamsters, no beings over 16 hit dice or 16th level, whatever).