Any alignment (same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSEAC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits
OFFENSESpeed 20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICSStr 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Feats Lightning Reflexes
Skills Fly +10, Perception +3, Stealth +12
Languages Common (cannot speak); telepathic link
Image courtesy Wikipedia.
A homunculus is shaped from a mixture of clay, ash, mandrake root, spring water, and one pint of the creator’s own blood. These materials cost 50 gp. After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory, and costing an additional 1,000 gp to supply. If the creator is personally constructing the creature’s body, the building and ritual can be performed together. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.
The person whose blood is used to form a homunculus’s body becomes its master; it is possible for one person to give blood for the creation, another to sculpt the base material, and another to magically animate it as a minion for the one who provided the blood.
CL 7th; Price 2,050 gp
CONSTRUCTION REQUIREMENTSCraft Construct, arcane eye, mirror image, mending; Skill Craft (leather) or Craft (sculptures) DC 12; Cost 1,050 gp.
To create a homunculus with one or more improvements, the crafter must include large quantities of certain reagents (represented by the price listed for each of the improvements below) while performing the ritual to create a homunculus. For every 1,000 gp worth of additional abilities to be granted to the homunculus, the DC of the Craft check to create the homunculus increases by 1 (minimum +1).
The crafter can also add new abilities to an existing homunculus by performing a brief surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful Heal check (DC equal to the DC of the Craft check necessary to create such a homunculus from scratch).
A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus’s creator determines its precise features; some are more refined looking, but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning.
Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus never willingly travels more than a mile from its master, though it can be removed forcibly. If this occurs, the creature does everything in its power to return to this range, as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals 2d10 points of damage to its master. If the creature’s master is slain, the homunculus goes insane—it loses its Intelligence score, all feats, and all skill ranks, and generally claims the immediate surroundings as its domain, mindlessly attacking any who intrude upon its lair.
On rare occasions, a homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master’s legacy, or even the reincarnated spirit of the master himself.