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Friday, January 1, 2021

Bestiary Homunculi and Homunculus Ritual

 In Eberron, specially in Khorvaire, the sight of homunculi are not uncommon and not limited to the fluttering assistants in the Bestiary. Below I present a ritual to create your own homunculus and below that you find the ones from ECG 3.5 converted to PF2 for you to use. Mind you the ritual...still a little rough but works. I am sort of hoping the upcoming Secrets of Magic might give something to replace this or give more...inspiration to refine this. On a side note there should be more of a 'common name' in Eberron for the base homunculus, don't you think?

Special thanks to all my Patrons and to the Discord servers that help spring board a lot of these ideas. Of course all these have been added to the World Anvil Page.

Pint of Blood...

Create Homunculus Ritual 2 - Rough

| Uncommon | Transmutation |

Cast 1 day; Cost Prepared Homunculus body; see Table 7-1, pint of blood from the Homunculus future potential master Secondary Casters 1

Primary Check Arcana (expert), Occult (expert) or Craft (master); Secondary Checks Craft

Range 10 feet; Target Prepared Homunculus Body

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You imbue the prepared homunculus body with the shared spark of its master creating a homunculus with a level up to that allowed in Table 7-1. There are many versions of this ritual, each specific to a particular type of homunculus (one ritual for all iron defenders, one for dedicated wrights, one for expeditious messengers, and so on), and the rituals that create rare homunculus are also rare. If the donor of the blood serves as the Primary or Secondary Caster the very hard of the ritual DC is treated as hard instead of very hard.

Critical Success The target becomes an homunculus creature of the appropriate type. If it’s at least 4 levels lower than blood donor, they can make it a minion and they become their master for the purpose of the master link ability. This gives it the minion trait, meaning it can use 2 actions when commanded, and commanding them is a single action that has the mental and concentrate traits. You can have a maximum of four minions under your control. If it doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.

Success As critical success but as they didn’t become a minion.

Failure You fail to create the intended homunculus; you may try again without making a new homunculus body but will need some reagents to refresh the body costing ¼ of the original value.

Critical Failure The target homunculus body is destroyed in a magical feedback loop that also inflicts mental damage equal to the level of the ritual. 

Homunculi Bestiary

Dedicated Wright

Homunculus, Dedicated Wright Creature 0

| N | T | Construct |

Perception +2, darkvision

Languages Common (can’t speak any language); master link

Skills Craft +9, Athletics +6

Str +2, Dex +0, Con +2, Int +2, Wis +0, Cha -2

Master Link

Craft Assistant If a Dedicated Wright Aids their master in a Craft Activity they do not need to roll and treat the aid as a success.

Creation Matrix Dedicated Wrights are built with the formula knowledge of a Basic Crafter’s book. A Wright can be commanded to craft any formula they know if provided appropriate tools, space and materials. They will keep crafting until they run out of material or meet other parameters set by their master. Alternatively a Dedicated Wright’s master may take a 10 minute activity to consort with their homunculus on a special project. For a special project a Dedicated Wright is provided a formula that must stay with them and they may use their master’s craft bonus, treat as having their master’s level and treated having any crafting feat’s their master has. Any requirements such as spells, special materials or raw materials the formula requires must be provided for during this prep for the special project. Once the prep is finished the Dedicated Wright will begin working until finished or meets any other set limits.

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AC 13; Fort +10, Ref +3, Wil +3

HP 17; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 15 feet

Melee [one-action] improvised tool +6 Damage 1d6+2 bludgeoning or slashing

Melee [one-action] fist (magical, agile, finesse) Damage 1d4+2 bludgeoning


While a Wright is dedicated in its duties, even if working on a project a Dedicated Wright

will stop to protect itself and their workshop but once that finish will return back to work.


Expeditious Messenger

Homunculus, Expeditious Messenger Creature -1

| N | Tiny | Construct | 

Perception +4, darkvision, greater master link

Languages Common (can’t speak any language); greater master link

Skills Acrobatics +8, Stealth +4

Str -3, Dex +3, Con 0, Int -1, Wis +1, Cha -2

Greater Master Link As per Master Link but the range of the connection is 2 miles. Additionally while the familiar cannot speak, their master may speak through them to hold a conversation with those around the familiar. Upon the death of their master the Messenger returns to their master’s body to claim that location as their lair.

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AC 17; Fort +2, Ref +8,  Wil +5

HP 7; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 10 feet, fly 80 feet

Melee [one-action] sting +4 sting (agile, finesse, magical) Damage 1d4 Piercing


Furtive Filcher

Homunculus, Furtive Filcher Creature 0

| N | Tiny | Construct | 

Perception +4, darkvision

Language Common (can’t speak any language); master link

Skills Thievery +9, Stealth +9, Acrobatics +6, Athletics +3, Deception +5

Str 0, Dex +3, Con +1, Int +1,  Wis 0, Cha -2

Pick Pocket

Subtle Theft

Master Link

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AC 16; Fort +1, Ref +9, Wil +3

HP 15; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 40 ft

Melee [one-action] jaws +5 (finesse, magical) Damage 1d4+1 Piercing


Iron Defender

Homunculus, Iron Defender Creature 1

| N | S | Construct |

Perception +5, dark vision

Languages Common (can’t speak any language); master link

Skills Athletics +6, Acrobatics +6, Stealth +4

Str +2, Dex +2, Con +2, Int –2, Wis +2, Cha –2

Master Link

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AC 16; Fort +7, Ref +7, Wil +5

HP 22; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

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Speed 35 feet

Strikes to Order An Iron Defender’s Strikes are based on their form when being crafted. It builder choses what kind of Strike it will have from this list: Jaws, Horns or Claws.

Melee [one-action] jaws +9 Damage 1d6+3 piercing plus Knockdown

Melee [one-action] horns +9 Damage 1d6+3 bludgeoning plus Push

Melee [one-action] claws +9 Damage 1d6+3 slashing plus Grab



Monday, December 14, 2020

Bestiary Rakshasa, Zakya

 

Zakya

Zakya is another one of many rakshasa and while look similar to rajas are a completely separate and rather warrior cast of the fiends. There hands can rotate into a normal position to wield their weapons and commonly serve as body guards for rajas only adding to the confusion of which rakshasa is which. Also see ECS pg  287.

Rakshasa, Zakya Creature 8

| LE | Medium | Fiend | Rakshasa |

Languages Common, Infernal, Undercommon

Perception +15, darkvision

Skills Deception +18, Athletics +20, Acrobatics +16, Diplomacy +13, Occultism +12, Intimidate +15

Str +7, Dex +4, Con +7, Int +4, Wil +4, Cha +3

Items +1 striking bastard sword, scale male, steel shield

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AC 27 (28 with combat mind link, 29 with shield raise, 30 with combat link and shield raise)

Fort +18, Ref +16, Wil +14; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic

HP 125; Weakness good 8, Resistances physical 8 (except piercing)

Attack of Opportunity <Reaction>

Shield Block <Reaction>

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Speed 30 feet

Melee bastard sword +21 (two handed d12, magical) Damage 2d8+11 slashing 

Melee fangs +19 (agile, magical) Damage 2d8+8 piercing

Melee claws +20 (agile, finesse, magical) 2d6+8 slashing

Occult Spontaneous Spells DC 24 Attack +16 4th (3 Slots) chill touch, true strike, vampiric touch

Occult Innate Spells DC 24; 3th mind reading (at will)

Combat Mind Link <free action> As long the Zakya Sustains mind reading they gain a +1 status bonus to their attacks and AC but only when dealing with the target of the mind reading. 

Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The zakya raja takes on the appearance of any Medium humanoid. This doesn’t change the zakya rakshasa’s Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.

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Special thanks to my Patreon Supporters and to those in the Pathfinder and Eberron Discords along with subreddits I hang out in and spring board a lot of stuff on. You can also check out the Zakya on the Shardfinder World Anvil page: Zakya.

Monday, October 5, 2020

Bestiary Dusk Hag

 

Dusk Hag


A bit more rare of hag that is created from the children of night hags, usually by their mothers. (This is to help fit hags to Pathfinder 2e's ideas of hags/PF's changelings aka hagkin) Further details and first seen in ECG pg 284.

DUSK HAG CREATURE 4

| N | Uncommon | Medium | Hag | Humanoid |

Perception +10 (+12 for Sense Motive) darkvision

Languages Common, Infernal, Julton

Skills Stealth +10, Occultism +12, The Planes Lore +12, Lore (Any for Plot) +12

Str +3, Dex +1, Con +2, Int +2, Wis +2, Cha +1

Coven dusk hag adds read omens, modify memory, dreaming potential and phantasmal killer to her coven’s spells.

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AC 21; Ref +8, Fort +10, Wil +14, +1 status to all saves vs. magic

HP 70; Weakness Cold Iron 5

Immunity sleep

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Speed 25 feet

Melee <Action> +12 claw (agile and magical), Damage 2d6+4 slashing damage plus nightmare venom

Occult Innate Spells DC 21, attack +13; (4th) dream message (at will); (4th) nightmare (at will); (3rd) illusory disguise (at will); (3rd) zone of truth (at will); (2nd) augury (x3); (2nd) obscuring mist (at will)

Cantrips read aura, detect magic

Constant (5th) tongues

Insightful Dreams When this hag dreams she can gain insight from them as they will show past, present or

future events. These are random and serve as a plot device for your campaign/adventures. 

Nightmare Venom Any creature the dusk hag has damaged with her claws in the last 24 hours the dusk hag may treat them as if she knows their name for the purpose of casting nightmare and dream message.

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Special thanks to my Patreon Supporter and to those in the Pathfinder and Eberron Discords along with subreddits I hang out in and spring board a lot of stuff. Of course you can check out the Dusk Hag on our new World Anvil page: Dusk Hag.