The Horror
Let’s start with the Leprechaun itself. Tiny villains are difficult to pull off in role-playing games, because many games equate small with weak. Not so in horror movies, where small villains are nigh indestructible with the added benefit of being able to pop up just about any tight space. The difference is that while a hulking brute will smash a victim to death, small villains tend to viciously maul their victims before being beaten off. Leprechaun regularly bites, scratches, and otherwise mutilates his victims first.
Small villains will use terrain to their advantage. They hide out in places that only they can fit: cupboards, bedrooms full of dolls, under the bed, etc. Since they’re unstoppable, they can’t really be killed so much as immobilized. Permanent death will require dumping the villain in cement, shooting it into space, or maybe dropping it in a volcano – beating a little guy isn’t as simple as just shooting him.
Like most villains, he should have a weakness. The Leprechaun’s is four-leaf clovers, which at one point is used as holy water (with four-leaf clovers in it) and incorporated into hollow point bullets (with four-leaf clovers in it). Players will do whatever it takes to insert the illogical into logical effects; shotgun shells stuffed with the monster’s vulnerability are a favorite. So be judicious with a monster’s weakness and expect your players to come up with innovative ways to use it against the bad guy.
In addition to their physical attacks, diminutive villains often have some other aspect that makes them dangerous, like the ability to turn a victim into one of them with a mere scratch. Thinking out how this will affect the victim is a major part of any horror-oriented plot. The character may be doomed, but he also has some amazing insight into the villain since he is, in essence, becoming the enemy.
Small villains also tend to have a very specific motivation. In Leprechaun, it’s gold. It helps if that motivation also is at cross-purposes with unsuspecting victims. It could be possession of an idol, it could be the accidental violation of sacred ground – it could be anything, really, but it should be easily violated and hard to correct. Try giving a Leprechaun all of his gold back after you’ve spent it in a shopping mall!
If one villain isn’t enough, multiplying the numbers (e.g., Gremlins) is always a possibility. Still, it’s challenging to give each villain enough unique flavor to make him a menace. A game master’s last resort is a villain who has magical powers that are essentially invented to suit the plot. This works in movies but can irritate players, so use it sparingly.
Your Turn: What tiny terrors have you unleashed on your players?
Looking for more gaming inspiration? Buy Mike's book about The Evolution of Fantasy Role-Playing Games, read his fantasy novel inspired by his role-playing campaign, or follow him on Facebook and Twitter.

