Rigg Gargadilly

Ewewit Wat'evr's page

2 posts. Alias of Jeremy Clements.


Full Name

Ewewit Wat'evr

Race

Homunculus (Evolved)

Classes/Levels

CR 2

Gender

N/A (Male-looking)

Size

Tiny

Age

4-ish

Special Abilities

Poison Bite, Acid Breath, Spell-like abilities

Alignment

NE

Location

Wizard's Home

Languages

Common, Telepathy (Creator Only)

Occupation

Servant

Strength 8
Dexterity 15
Intelligence 10
Wisdom 12
Charisma 7

About Ewewit Wat'evr

Ewewit Wat'evr ("You-it...Whatever" = What the wizard usually called him)
Homunculus (Evolved) CR 2

NE alignment (same as creator)
Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Nat, +2 Dex, +2 size)
hp 20 (3d10)
Fort +0, Ref +4, Will +1

Defensive Abilities (construct traits)
*A construct possesses the following traits (unless otherwise noted in a creature’s entry).
~ No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
~Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
~Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
~Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. ~Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
~Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
~Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. ~A construct cannot be raised or resurrected.
~A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
~Constructs do not breathe, eat, or sleep.

OFFENSE
Speed 20 ft., fly 50 ft. (good)
Melee 1 bite +4 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: Acid Breath (see below)

Spell Like Abilities (Caster Level 3rd)
*(1/day)
Cure Moderate Wounds (2d8+3)
Vanish (3 rounds)
Liberating Command (+6 Escape Artist as an immediate action)

*(3/day)
Prestidigitation
Mending
Dancing Lights

SPECIAL ABILITIES
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.

Telepathic Link (Su)
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.

Acid Breath: By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals 1d6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC 10 + 1/2 the homunculus’s HD).

Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master’s.

STATISTICS
Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 12
Feats Lightning Reflexes
Skills Fly +10, Perception +3, Stealth +12, Knowledge(Arcana) +1, Disable Device +3
Languages Common; telepathic link

ECOLOGY
Environment any
Organization solitary
Treasure none

A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus’s creator determines its precise features; some are more refined looking, but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning.

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 never willingly travels more than a mile from its master, though it can be removed forcibly. If this occurs, the creature does everything in its power to return to this range, as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals 2d10 points of damage to its master. If the creature’s master is slain, the homunculus goes insane—it loses its Intelligence score, all feats, and all skill ranks, and generally claims the immediate surroundings as its domain, mindlessly attacking any who intrude upon its lair.

On rare occasions, a homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master’s legacy, or even the reincarnated spirit of the master himself.