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Homunculus

Tiny Construct, neutral

CR 0

10 XP

AC: 13 (natural armor)
HP: 5 (2d4)
Speed: walk 20 ft. , fly 40 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
STR
4
-3
DEX
15
+2
CON
11
+0
INT
10
+0
WIS
10
+0
CHA
7
-2

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

Challenge: CR 0
Type: Construct
Size: Tiny
Alignment: neutral
Best for party of 4 at level 1-2

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.