Homunculus, Snapjaw

These leathery things with bone and metal jaws are known as snapjaw homunculi — both security and entertainment, they attack anyone except their master.

Snapjaw Homunculus CR 2

XP 600
Variant advanced homunculus
NE Tiny construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4

DEFENSE

AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 16 (3d10)
Fort +1, Ref +6, Will +2
Immune construct traits

OFFENSE

Speed 20 ft., fly 50 ft. (good)
Melee bite +5 (1d6/×3 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks dislocating jaw

TACTICS

During Combat The snapjaw homunculi attack intruders with their bear trap jaws. If an opponent succumbs to their poison, they switch to a new enemy.

Morale If reduced to fewer than 8 hit points, the snapjaw homunculi flee to join their master.

STATISTICS

Str 10, Dex 17, Con –, Int 10, Wis 12, Cha 7
Base Atk +3; CMB +4; CMD 15
Feats Dodge, Lightning Reflexes
Skills Fly +11, Perception +4, Stealth +14
Languages Common (cannot speak); telepathic link

SPECIAL ABILITIES

Dislocating Jaw (Ex)

A snapjaw homunculus’s jaws can open very wide, giving its bite attack a ×3 critical multiplier.

Poison (Ex)

Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.

ECOLOGY (as per Homunculus)
Environment any
Organization solitary
Treasure none

Section 15: Copyright Notice

Pathfinder 44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett
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