Dungeons and Dragons Homunculus 3.5 PBP RPG

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Homunculus

Homunculus

Tiny Construct

Hit Dice:

2d10 (11 hp)

Initiative:

+2

Speed:

20 ft. (4 squares), fly 50 ft. (good)

Armor Class:

14 (+2 Dex, +2 size), touch 14, flat-footed 12

Base Attack/Grapple:

+1/-8

Attack:

Bite +2 melee (1d4-1 plus poison)

Full Attack:

Bite +2 melee (1d4-1 plus poison)

Space/Reach:

2-1/2 ft./0 ft.

Special Attacks:

Poison

Special Qualities:

Construct traits, darkvision 60 ft., low-light vision

Saves:

Fort +0, Ref +4, Will +1

Abilities:

Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7

Skills:

Hide +14, Listen +4, Spot +4

Feats:

Lightning Reflexes

Environment:

Any

Organization:

Solitary

Challenge Rating:

1

Treasure:

None

Alignment:

Any (same as creator)

Advancement:

3-6 HD (Tiny)

Level Adjustment:

-

A homunculus is a miniature servant created by a wizard. These creatures are weak combatants but make effective spies, messengers, and scouts. A homunculus's creator determines its precise features. 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 cannot speak, but the process of creating one links it telepathically with its creator.

It knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. A homunculus never travels beyond this range willingly, though it can be removed forcibly. If this occurs, the creature does everything in its power to regain contact with its master. An attack that destroys a homunculus deals 2d10 points of damage to its master.

If the creature's master is slain, the homunculus also dies, and its body swiftly melts away into a pool of ichor.

Combat

Homunculi land on their victims and bite with their venomous fangs.

Poison (Ex): Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.

Construction

A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The materials cost 50 gp. The creature's master may assemble the body or hire someone else to do the job. Creating the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.

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 500 gp to establish. 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.

Craft Construct, arcane eye, mirror image, mending, caster must be at least 4th level; Price - (never sold); Cost 1,050 gp + 78 XP.


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Velon is impressed with the spells his companions have used, from Lia blocking a breath to Lawrance seemingly stifling Neronvain's magic. He uses the mental link to send urgent messages to the group to coordinate their efforts. "Mari, GO! Keep it up, Lia! We drop Neronvain, then we ALL flee! We'll kill them at the other end of the tunnel!" He thinks of Poljen and wonders if he'll even listen, but hopes dropping his intended target first will be a good compromise. Having their caster eliminated doesn't sound too bad anyhow.

The paladin charges at Neronvain, using his shield to deflect attacks from all other foes on the way, noticing that at least one troll looks confused in some way. He joins Poljen in flanking the Prince hopefully taking the caster out as fast as they can. He uses a booming blade attack on the Prince, another of the same attack enhanced by his sorcery, and follows those up with a quick but powerful swing of his hammer. If he seems a particularly good opening, he will call upon extra aid from Bahamut to smite his foe down with the fury of the dragon god.

Velon swiftly returns to just next to the passageway entrance with his hasted movement, urging all of the others to get through before him so he can take up the rear. He knows if he is snatched up by this dragon in tiger form, or any of the other large creatures, he can follow Zarra's lead and teleport away.

Out of Character:
*Will use SHIELD any time this turn*
60ft of movement to get to the Prince and back again so nothing is between Velon and the retreat
Action: Booming blade
Bonus Action: quickened Booming blade
Hasted Action: melee strike
*Will drop a level 4 Smite on any [Critical Hit]* (Will just roll that separately if it happens).

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