Size:
Tiny
Type:
Construct
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: lurker
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Special
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/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
1 bite
3 (1d4-1 plus
Special (Ex)
Poison

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
z
Bite-injury; save Death; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.
Special
zz
A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Lightning Reflexes
Action
Melee 1
1 bite +3 (1d4-1 plus poison)
Special
CL
7th; Price 2,050 gp
Special
Poison (Ex)
Bite-injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Special
Telepathic Link (Su)
A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Homunculus Poison
(poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action. Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round)
Ability
Master Link
(arcane, divination, mental) A homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus adopts the same alignment as its creator and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near.
Offense
Melee
Circumstance: combat round (melee)
jaws +7 [+2/-3] (finesse, magical), Damage 1d4 piercing plus homunculus poison
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
healing
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Language
(can't speak any language)
Common
master link
Perception
darkvision
This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.
5e SRD