Homunculus

Homunculus

Tiny construct
Challenge

STR
−3
DEX
2
CON
0
INT
0
WIS
0
CHA
−2

5
2d4
15
Fort
+1
Ref
+0
Will
+0
Defense note natural armor
Damage immunities poison
Condition immunities bleeding, charmed, diseased, frightened, poisoned

Speed 4 m., fly 8 m.
Skills
Senses darkvision 10 m.
Languages understands the languages of its creator but can’t speak

Maneuvers. The homunculus uses maneuvers (maneuver save Difficulty 11). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, inject venom, spring attack

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 with each other.

Actions (1)

Bite. Melee Weapon Attack: −3 to hit. Hit: 1 piercing damage plus 3 (1d6) poison damage.

Arctic, Coastal, Desert, Forest, Grasslands, Hill, Jungle, Mountain, Swamp, Underdark, Underwater, Urbansrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.