Homunculus (CR 2/MR 1)

This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.

Mythic Homunculus (CR 2/MR 1)
XP 600
Pathfinder Roleplaying Game Bestiary
Any alignment (same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3

Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 21 (2d10+10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits, evasionMA

Offense

Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Feats Lightning ReflexesMF
Skills Fly +10, Perception +3, Stealth +12
Languages Common (cannot speak); telepathic link
SQ spell storerMA

Ecology

Environment any
Organization solitary
Treasure none

Special Abilities

Evasion (Ex) A mythic homunculus gains the evasion ability. In addition, it can expend one use of its mythic power as a swift or immediate action to gain improved evasion for 1 minute.

Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Spell Storer (Su) A spellcaster with the mythic Improved Familiar feat can create a mythic homunculus and bind it as a familiar. If this is done, the mythic homunculus’ master can store one or more spells which he can cast within the homunculus. This functions similarly to imbue with spell ability, but you can imbue a total number of spell levels equal to your mythic tier, though the level of the stored spell(s) cannot exceed one-third your mythic tier (minimum 1st). Its master can store spells of any school or spellcasting class. The mythic homunculus can use the stored spells in several ways:

  • Attack: A mythic homunculus gains a luck bonus on attack rolls with its bite equal to the highest level of spell it has stored. In addition, when it makes a successful bite attack it can discharge a stored spell into the target, as if it were a using a weapon with the spell storing property.
  • Casting: A mythic homunculus can cast a stored spell as normal for a creature using imbue with spell ability.
  • Defense: A mythic homunculus gains a luck bonus on saving throws equal to the highest level of spell it has stored. In addition, whenever it takes damage from an attack it can expend a stored spell as an immediate action to gain 1d10 temporary hit points per level of the expended spell. These temporary hit points last for 1 hour or until expended and do not stack.

Telepathic Link (Su) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus 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.

Construction

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.


Mythic Homonculus

CL 7th; Price 2,050 gp

Construction Requirements
Craft Construct, Mythic Crafter, arcane eye, mirror image, mending; Skill Craft (leather) or Craft (sculptures) DC 12; Cost 1,050 gp.

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