Homunculi

Homunculi are constructs bound to their creator by the act of artifice and arcane casting. Often used as a familiar by those who can construct them, homunculi are generally shaped in the image of their creator, but not always.

Jump to: Homunculus | Alchemical Homunculus

Homunculi are always bound to their creator (they die if the creator dies), and as such are never encountered randomly--they are always encountered while on a mission from their creator. Within certain mage schools, for example, homunculi commonly are used as messengers, and sometimes even as proxies during discussions or lectures. (Some wizards have put extra energy into giving their homunculi the ability to speak, allowing the wizard to remain in their rooms while sending the homunculi in their place to deliver a lecture or debate a topic. The wizard must maintain concentration upon the link with the homunculus to speak through them, however.)


Homunculus

Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.

A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.

Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.

Environment

Urban

Token

Homunculus

Tiny construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities poison
  • Condition Immunities charmed,poisoned
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 0

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.


Alchemical Homunculus

These creatures are the result of an Alchemist's work, and do not occur randomly in nature.

The Homunculus moves on the caster's turn, and some of its actions may require the caster's bonus action; see below.

Environment

Urban

Token

Alchemical Homunculus

Tiny construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal to five times caster level + caster's INT modifier
  • Speed 20ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws Wis +0
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities acid, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Skills Perception +4+PB, Stealth +4+PB (where 'PB' is caster's proficiency bonus)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages the caster speaks
  • Challenge 0

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target the Alchemist can see. Hit: 1d6 + 2 + (caster's proficiency bonus) acid damage. Requires the caster's bonus action.

Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature the Alchemist designates. The target receives one of the following magical benefits of the Alchemist's choice:

  • Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.

  • Inspiration The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to caster's Intelligence modifier (minimum of 1).

  • Resilience The target gains a number of temporary hit points equal to 2d6 + caster's Intelligence modifier.