Typical Intro: In the stooped man's wake there scuttles a small aberration of some sort. It seems to be a crudely sewn together pastiche of every creature ever put in a bestiary, a sort of collected crib note of fauna-kind. If ever you needed a remembrance of some mammal, insect, crustacean, reptile, or cephalopod you need only look at this thing for a hint.
"Ppppprrrrrrrrrrtttt." It squelches wetly.
LN Small construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +7
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
hp 26 (3d10+10)
Fort +1, Ref +4, Will +2, evasion
Immune construct traits
Speed 20 ft., fly 30 ft. (poor)
Melee bite +4 (1d4) or
_____ unarmed strike +4 (1d2 nonlethal)
Range thrown object +7 (varies)
Str 11, Dex 16, Con —, Int 10, Wis 12, Cha 7
Base Atk +3; CMB +2; CMD 15
Feats Throw Anything
Skills Acrobatics +7 (or +2 to jump), Craft (alchemy) +4, Fly +6, Perception +7, Stealth +7
Languages Common (can't speak)
SQ sympathetic alchemy, telepathic link
Combat Gear alchemists fire (2/4), flash powder, holy water (1/1), smokestick (2/2), sunrod (4/4), tanglefoot bag (1/2); Other Gear small masterwork backpack APG, chalk, slate board, trail rations for Igor (4), twine (50')
Mission Gear achemist's fire (1), acid (1), tanglefoot bag (0/1)
Construct Traits (+10 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion a homunculus can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the homunculus is wearing light armor or no armor. A helpless homunculus does not gain the benefit of evasion.
Flight (30 feet, Poor) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sympathetic Alchemy (Su) The bond between a promethean alchemist and his homunculus is so close that the alchemist’s extracts function for the homunculus as if it were the alchemist, allowing the homunculus companion to benefit from extracts without the alchemist needing the infusion discovery. The homunculus is treated as a humanoid or a construct—whichever is more beneficial—for the purposes of what extracts can affect it. Additionally, the homunculus can prepare its master’s extracts from his formula book for him each day, as long as it’s within the range of its telepathic link.
Telepathic Link (1500 feet) A homunculus can’t initially speak, but shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Weapon and Armor Proficiency (Ex) A homunculus is proficient with simple weapons, but not armor or shields.
Small Construct 2 HD | hp 21 | AC 15 T 13 FF 13 | CMD 13 | F +0 R +2 W +1 | Spd 20', fly 30' (poor) | Init +2 | Perc +6 (darkvision, low-light vision), SensM +1 |
Medium Construct 2 HD | hp 31 | AC 13 T 11 FF 12 | CMD 14 | F +0 R +1 W +1 | Spd 20', fly 30' (poor) | Init +1 | Perc +6 (darkvision, low-light vision), SensM +1 | enlarged