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Created by an artificer or other practitioner of arcane studies, an alchemical homunculus is a construct designed to aide its creator. Homunculi are simple creatures designed to obey simple commands. They can operate autonomously, but rarely perform well doing so. Homunculi vary greatly in form and function. The creator needs a workshop to create one, the raw materials, and the skill necessary to create one. Alchemical homonculi differ from arcane homonculi in minor ways. The two are rarely distinguishable.

Alchemical Homunculus

Tiny construct, neutral

Armor Class 13 (Natural armor)

Hit Points Equal to five times your level in this class +your Intelligence modifier

Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)
Skills Perception +4, Stealth +4

Damage Immunities acid, poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Homonculi speak and understand one language, determined by their creator at the time of creation.

Abilities

Might of the Master.

The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle

Actions

Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.

Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your 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 your Intelligence modifier (minimum of 1).
  • Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.