Homunculus
Tiny Construct, neutral
10 XP
Special Abilities
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: 1 piercing damage, and 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.
Quick Reference
Running This Encounter
Homunculi are fragile magical servants that rarely engage in direct combat. Use them as minions serving a spellcaster, scout units, or reconnaissance tools rather than primary threats. They work best in groups of 3-4 to pose any meaningful challenge, or as complications in encounters centered around their master.
Combat Tactics
Homunculi attempt to flee or hide rather than fight, using their Tiny size to fit through small spaces and their flying speed to maintain distance. They will attack only if cornered or following explicit commands from their creator, preferring to use hit-and-run tactics with their bite.
Environment & Setting
Ideal in wizard towers, magical laboratories, alchemist workshops, or as servants in the lairs of powerful spellcasters. They blend well into urban environments where they can hide among buildings and clutter.