Create Homunclus

Introduction

The mages of Wyldkeep were posed with a unique and difficult dilemma; how does one explore and research a forest that consumes sane thought? Their great minds certainly concocted many preventatives, countermeasures, and tools to do just that but none are as valued or useful as the Homunculi.
This tiny construct formed from ash, clay, and mandrake root brought to life with the blood of its creator. These four-legged, winged creatures a perfect for maneuvering through the twisting vines and branches of the Wyld. Their deep telepathic connection with their creator allows them to serve as excellent familiars and servants, some even serving as spellbooks for their arcane masters. The creation of these constructs is a complex and guarded secret of the mages of Wyldkeep, who spitefully horde the knowledge from Seawatch.

Mandrake

Mandrake root is found only in the Wyld and seems to sprout up at random; some believe the plant harbors the soul of the children taken by the Wyld. The mages of Wyldkeep care little for superstition and harvest these deafening plants primarily for their use in creating Homunculi but also their medicinal and alchemical properties.

Stunning Scream

Be wary of the scream of the Mandrake, a single moment of exposure can leave an individual in a daze that leaves them at the mercy of the forest. Many unfortunate souls have gone mad after waking from the slumber induced by a mandrake's scream.

General Information

Material Components
A humanoid effigy made of clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp
Related School
Transmutation
Effect Duration
Instantaneous
Effect Casting Time
1 Hour
Range
Touch
Level
6
Applied Restriction
Requires fresh mandrake only found within The Wyld

Homunculus

Tiny plant construct, neutral
Armor Class 13
Hit Points 2d4
Speed 20ft Fly: 40ft Hover: -4ft Burrow: -1ft

STR
4 -3
DEX
15 +2
CON
11 0
INT
10 0
WIS
10 0
CHA
7 -2

Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak


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.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d1 piercing damage. The target must succeed on a dc 10 constitution saving throw or be poisoned for 1 minute If the saving throw fails by 5 or more, the target is instead poisoned for 5, 1d10, minutes and unconscious while poisoned in this way


 

Shared Mind. A homunculus knows everything its creator knows, including all the Languages the creator can speak and read. Likewise, everything the construct Senses is known to its Master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in Secret experimentation or Adventuring.

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