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15752921 Bestiary 15752921
208 SOULBOUND HOMUNCULI Homunculus
15752921 Most homunculi use a dose of A homunculus is a tiny servitor construct created by a crafter to serve as a spy,
their creator’s blood as their spark scout, messenger, or assistant. When a crafter first begins to study the art of
creating constructs, she often crafts a homunculus first, since the creation process
of life, but it’s possible to use a is simple and inexpensive due to a magical shortcut: the use of the creator’s own
technique similar to that used in blood. This forges a link between the homunculus and its master, causing the
the crafting of a soulbound doll homunculus to gain a spark of the creator’s intellect, as well as the same moral
(page 306) to give a homunculus values and some of the creator’s basic personality traits. Homunculi left to their
a personality and the semblance own devices never stray far from their masters.
of life. These homunculi gain the
soulbound trait, can speak, and do In most cases, a homunculus doesn’t survive the death of its master for long.
not have a special link to a creator, Deprived of its creator, a homunculus loses focus and grows increasingly
self-destructive, and some even end up battering themselves to destruction. Rarely,
yet the process tends to warp a homunculus with a slain master survives the trauma with its mind intact, often
the soul used so that, more often seeing itself as its deceased creator’s child or successor and attempting to further
than not, what rises in the new its creator’s legacy as best it can. In such cases, and if the
homunculus body is a parody of homunculus was in close proximity to its master upon that
its prior life. As such, soulbound creature’s death, a portion of the dead master’s soul “infects” the
homunculi are generally created by surviving homunculus as it passes on to the afterlife.This doesn’t result
cruel spellcasters as a method in a truly soulbound homunculus (see sidebar), since only a fragment of
of humiliating and tormenting the soul is left behind, but this is still enough to grant the homunculus a
greater personality, free will of its own, and perhaps most importantly, the
vanquished enemies. ability to speak. Over time, a few of these “awakened” homunculi even go
so far as to become convinced that they are the reincarnation of their prior
masters, although their actual personalities never quite reach the depth and
complexity of a truly living creature. They are, at best, caricatures of the master,
and at worst they become awful, bitter-minded parodies of life itself. Still, a
free-willed homunculus might pursue studies in its creator’s class, becoming
a unique creature with the abilities of that class if time and fortune permit.
Homunculi are created from a mixture of clay, ash, mandrake root,
spring water, and a pint of the creator’s own blood. It is possible
for a separate donor to provide the blood, but the process is
more difficult.
HOMUNCULUS CREATURE 0
N TINY CONSTRUCT
Perception +3; darkvision
Languages Common (can’t speak any language); master
link
Skills Acrobatics +5, Stealth +5
Str –1, Dex +3, Con +0, Int +0, Wis +1, Cha –2
Master Link (arcane, divination, mental) A homunculus can’t speak, but it
is telepathically linked to its creator. It can share information back and
forth, including its master’s knowledge and everything the homunculus
hears. The range of this link is 1,500 feet. The homunculus adopts the
same alignment as its creator and is utterly faithful. If the homunculus
is destroyed, the master takes 2d10 mental damage. If the master is slain,
the homunculus becomes mindless, claims its current location as its lair, and
instinctively attacks anyone who comes near.
AC 17; Fort +2, Ref +7, Will +3
HP 17; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing,
necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Speed 15 feet, fly 40 feet
Melee [one-act jaws +7 (finesse, magical), Damage 1d4 piercing plus homunculus poison
Homunculus Poison (poison); A homunculus has one dose of poison in a reservoir in its
head. It can refill this poison from its reserves with an Interact action. Saving Throw
DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1
(1 round)
paizo.com #8044058, Jose Flores <[email protected]>, Aug 9, 2019