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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