Small construct, any alignment
Armor Class: 15
Hit Points 14 (4d6)
Speed: 20 ft., fly 40 ft.
|4 (-3)||15 (+2)||11 (0)||10 (0)||10 (0)||7 (-2)|
Senses: darkvision 60 ft., passive Perception 10
Damage Vulnerability: radiant
Damage Immunities: poison, necrotic
Damage Resistances: bludgeoning, slashing and stabbing from nonmagical weapons
Condition Immunities: charmed, poisoned
Languages: Understands any languages its creator speaks, but cannot speak
Challenge: 1/2 (100 XP)
- Telepathic Bond: While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
- Weakening Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or its strength score is reduced by the same amount. Strength cannot drop below 1 in this manner. Reduced strength lasts until the victim completes a long rest.
Although similar to an undead shadow, shadow homunculi possess no link to the negative energy plane and are not nearly as dangerous. Despite this, they can serve as nearly undetectable spies and can be deadly opponents for the unprepared.
The shadow homunculus is provided as an example of this-adding traits similar to those of a shadow to the homunculi, and increasing its challenge level accordingly. Creating a shadow homunculus costs 1,500 gp and requires a DC 15 Intelligence check, as well as successfully casting enfeeble and unseen servant on the final day of the ritual, in addition to the usual costs and requirements for creating a homunculus.
Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.