Homunculus (CR 1)

Tiny Construct
Alignment: Any (same as creator)
Initiative: +2 (Dex); Senses: Listen +4 and Spot +4
Languages: Cannot speak, telepathically links to its creator


AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 2d10 (11 hp)
Fort +0, Ref +4, Will +1
Speed: 20 ft., fly 50 ft. (good)
Space: 2 1/2 ft./0 ft,
Base Attack +1; Grapple -8
Attack: Bite +2 melee
Full Attack: Bite +2 melee
Damage: Bite 1d4-1 and poison
Special Attacks: Poison
Abilities: Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Special Qualities: Construct
Feats: Lightning Reflexes
Skills: Hide +14, Listen +4, and Spot +4
Advancement: 3-6 HD (Tiny)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Monster Manual

A homunculus is a diminutive servant created by a wizard. These creatures are weak combatants but make effective spies, messengers, and scouts.

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, up to a range of 500 yards. 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 its master 2d10 points of damage. If the creature's master is slain, the homunculus also dies, and its body swiftly melts away into a pool of ichor.

A homunculus has a vaguely humanoid form. The creator determines an individual's precise features, but in general one stands about 18 inches tall and has a wingspan of about 2 feet. A homunculus's skin is often rough and sometimes warty, varying in color depending on the materials used to create it. Its mouth is filled with sharp, needlelike teeth that deliver a weak venom.

Combat

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

Poison (Ex): Bite, Fortitude save (DC 11); initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

CONSTRUCTION

A homunculus costs 100 gp to create, including 20 gp for the body. This cost includes all the materials and spell components that are consumed by or become a permanent part of the creation. The first task is shaping the creature from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator's own blood. The creature's master may assemble the body or hire someone else to do the job. Creating the body requires a Craft (sculpture or masonry) check (DC of 12).

After the body is sculpted, it is animated through an extended magical ritual that requires a 7th-level character with the Craft Wondrous Item feat. This ritual requites a week to complete: The creator must labor for at least 8 hours each day in 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 character not actively working on the ritual must rest and can perform no other activities except eating, sleeping, or talking. If he or she misses a day, the process fails and the ritual must started anew; any gp spent on the failed ritual is lost (but not XP). The previously crafted body can be reused, as can the laboratory.

Completing the ritual requires casting arcane eye, mirror image and mending on the final day of the ritual and drains 25 XP from the creator. He or she must cast the spells personally, but they can come from outside sources, such as scrolls.