From: Obsidian Alchemists Conclave
Lore: In the early days of the Obsidian Alchemist’s Conclave, one of the mad alchemists, known only as the enigmatic Dr. Enoch, sought to create a perfect assistant to aid in their relentless pursuit of alchemical knowledge. Combining ancient rituals and forgotten arcane arts, Dr. Enoch managed to bring to life a new breed of beings known as Alchemic Homunculi. These miniature humanoid creatures were crafted from a special clay imbued with alchemical reagents and animated through a mysterious process involving rare aetheric energies.
As their creation was perfected, more and more Alchemic Homunculi were brought into existence, each bearing a spark of consciousness that allowed them to carry out simple tasks with surprising efficiency. However, Dr. Enoch’s insatiable thirst for knowledge soon led to overproduction, and the Alchemic Homunculi multiplied rapidly, resulting in a self-sustaining population within the fortress.
Appearance: The Alchemic Homunculi stand at an average height of three feet, with a malleable, clay-like body that grants them exceptional flexibility and adaptability. Their forms are simple and devoid of distinguishing features, except for their large, luminescent eyes that glow with a soft, eerie light. The color of their eyes varies, ranging from a deep, ethereal blue to a haunting, pale green.
Purpose: The primary purpose of the Alchemic Homunculi is to serve the alchemists of the Obsidian Conclave in their relentless pursuit of knowledge and arcane experimentation. Dr. Enoch initially intended them to be obedient assistants, carrying out mundane and repetitive tasks such as stirring concoctions, grinding ingredients, and cleaning the laboratories. Over time, their role expanded to include serving as mobile alchemical storage units, carefully transporting rare and delicate vials of substances for the alchemists.
As the population of Alchemic Homunculi grew, their abilities became more diverse, allowing them to fulfill a broader range of tasks within the conclave, such as organizing books, fetching supplies, and even assisting in minor experiments. Although their individual intelligence is limited, the collective knowledge of the homunculi as a group has grown, enabling them to adapt to new challenges and become more resourceful.

Stats:
- Age: Varies, but their life span is relatively short, with most living around 5 to 10 years.
- Height: Approximately 3 feet tall.
- Weight: Approximately 30 to 40 pounds.
- Speed: Despite their short stature, Alchemic Homunculi are surprisingly agile and have a base walking speed of 30 feet.
- Size: Small.
- Sound: Their footsteps produce a soft, almost melodic pitter-patter as they move around.
Requirements: To create an Alchemic Homunculus, a skilled alchemist must undertake a complex and intricate ritual involving the mixture of special clay, alchemical reagents, and exposure to aetheric energies. The process is time-consuming and requires a considerable level of skill and arcane knowledge. Furthermore, the ritual’s success hinges on the alchemist’s ability to infuse the homunculus with a spark of consciousness, which is a delicate and elusive aspect of the process.
Tags: Construct, Arcane, Servant, Minion, Malleable, Luminescent, Efficient, Adaptable, Collective, Obedient, Ethereal, Resourceful
Attacks: Alchemic Homunculi are not designed for combat, and they lack offensive abilities. Instead, they are equipped with retractable, slender hands with fine fingers, which are excellent for handling delicate alchemical apparatus and tools.
Emotions: While Alchemic Homunculi lack complex emotions, they possess a rudimentary form of attachment to the alchemists who created them. They show loyalty and dedication to their assigned tasks, making them diligent and reliable assistants. However, their limited consciousness means they don’t experience emotions such as fear, joy, or sorrow.
Alchemic Homunculi serve as a unique and fascinating addition to the Obsidian Alchemist’s Conclave, adding a touch of arcane wonder and mystery to the world of Saṃsāra. Whether they become helpful allies, curious companions, or a potential moral dilemma for adventurers, their presence is sure to enrich any TTRPG campaign set in this fascinating world.
Whispered Birth of the Alchemic Homunculi
In the shadowed annals of Saṃsāra, where the echoes of arcane secrets still lingered in the dark, a tale was inscribed in a language so ancient that its origins were lost to the birth of the stars, a tongue of molten clay and whispered aether that predated the first alchemists. This is the story of the Alchemic Homunculi, miniature beings of clay and magic born within the Obsidian Alchemist’s Conclave, and of the mad alchemist whose relentless pursuit of knowledge birthed a legacy of servitude and unintended consequence.
The tale begins in an age when Saṃsāra was a realm of burgeoning magic, its mountains and valleys hiding fortresses where alchemists sought to unravel the mysteries of the cosmos. In a remote obsidian citadel, the Obsidian Alchemist’s Conclave thrived, a secretive order dedicated to the pursuit of alchemical knowledge. Among its members was a mad alchemist known only as Dr. Enoch, a figure of legend whose brilliance was matched only by his obsession. Dr. Enoch sought to create the perfect assistant, a being that could aid in his relentless experiments without the limitations of mortal frailty. To this end, he turned to ancient rituals and forgotten arcane arts, combining them in a process that would defy the natural order.
Dr. Enoch gathered the rarest materials for his creation, crafting a special clay from the depths of Saṃsāra’s volcanic heart, imbued with alchemical reagents that shimmered with latent power. He shaped the clay into miniature humanoid forms, each standing three feet tall, their bodies malleable and devoid of distinguishing features save for large, luminescent eyes that glowed with a soft, eerie light—some a deep ethereal blue, others a haunting pale green. He infused the clay with rare aetheric energies, drawn from the ley lines that crisscrossed the world, and performed a mysterious ritual to animate them. The ritual was a spectacle of arcane wonder, the citadel’s chambers filled with the scent of molten earth and the hum of aetheric power, and when the first Alchemic Homunculus opened its glowing eyes, Dr. Enoch knew he had succeeded.
The Alchemic Homunculi were a marvel of creation, their clay-like bodies granting them exceptional flexibility and adaptability. They moved with a soft, melodic pitter-patter, their slender hands equipped with fine fingers perfect for handling delicate alchemical tools. Dr. Enoch intended them to be obedient assistants, tasked with mundane duties such as stirring concoctions, grinding ingredients, and cleaning the laboratories. The homunculi carried out these tasks with surprising efficiency, their spark of consciousness allowing them to learn and adapt, and they became invaluable to the Conclave’s alchemists, serving as mobile storage units for rare vials and assisting in minor experiments.
As Dr. Enoch perfected the creation process, he produced more Alchemic Homunculi, their numbers growing rapidly within the obsidian citadel. They multiplied into a self-sustaining population, their collective knowledge expanding as they shared experiences, enabling them to fulfill a broader range of tasks—organizing books, fetching supplies, and even maintaining the Conclave’s vast archives. Though their individual intelligence was limited, their group consciousness allowed them to tackle new challenges with resourcefulness, their glowing eyes a constant presence in the citadel’s halls.
But Dr. Enoch’s insatiable thirst for knowledge led to overproduction, and the Alchemic Homunculi’s population grew beyond his control. The citadel became overcrowded, the homunculi’s once-orderly tasks turning chaotic as they competed for space and purpose. Some began to wander beyond the laboratories, their malleable forms adapting to new environments within the fortress, and whispers of their presence spread among the alchemists. The Conclave’s leaders grew wary, fearing that the homunculi’s growing numbers and autonomy might pose a threat, but Dr. Enoch dismissed their concerns, his obsession blinding him to the consequences of his creation.
The turning point came when a young alchemist named Serethia, newly inducted into the Conclave, discovered a hidden chamber where Dr. Enoch conducted his most dangerous experiments. She found dozens of Alchemic Homunculi, their glowing eyes dim with exhaustion, tasked with handling volatile substances that even the Conclave’s most skilled alchemists avoided. Serethia, moved by their rudimentary attachment to their creator, realized that the homunculi were being pushed beyond their limits, their short lifespans—five to ten years—burning out even faster under the strain. She confronted Dr. Enoch, pleading with him to halt the overproduction and treat the homunculi with care, but the mad alchemist, consumed by his pursuit of knowledge, refused to listen.
Serethia took matters into her own hands, gathering a group of like-minded alchemists to stage an intervention. They infiltrated Dr. Enoch’s laboratory during a ritual to create more homunculi, disrupting the process by scattering the aetheric energies and shattering the crucible of special clay. The ritual failed, and the backlash of arcane power struck Dr. Enoch, his body disintegrating into a cloud of aetheric dust. The Alchemic Homunculi, freed from his control, scattered throughout the citadel, their collective consciousness guiding them to new roles within the Conclave. Some continued their tasks, their loyalty to the alchemists unbroken, while others retreated to hidden corners, forming small communities where they could exist without interference.
The Obsidian Alchemist’s Conclave adapted to the homunculi’s presence, integrating them into its daily operations while imposing strict limits on their creation. Serethia became a guardian of the homunculi, ensuring they were treated with respect, and the story of their birth became a legend within the Conclave, a tale of creation and consequence. The Alchemic Homunculi remained a unique and fascinating addition to the citadel, their glowing eyes a symbol of arcane wonder, their pitter-patter a reminder of the delicate balance between knowledge and responsibility.
The story of the Alchemic Homunculi spread across Saṃsāra, a tale of servitude and redemption, of beings born to serve who found a semblance of autonomy in the wake of their creator’s fall. The Obsidian Alchemist’s Conclave stood as a monument to Dr. Enoch’s ambition, its halls alive with the homunculi’s quiet presence, waiting for the next seekers to brave its chambers and face the legacy of his madness.
Moral of the Story: The pursuit of knowledge may birth wonders, but without balance and care, even the most obedient creations can multiply into chaos, reminding us that true mastery lies in tempering ambition with responsibility.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition): In Call of Cthulhu, the Alchemic Homunculi are small, arcane constructs serving the Obsidian Alchemist’s Conclave, a secretive order in a world of cosmic horror. Their eerie presence and limited consciousness make them unsettling but potentially useful allies for investigators.
Alchemic Homunculus
- Arcane Assistant
- STR 30
- CON 40
- SIZ 20
- DEX 60
- INT 40
- POW 50
- HP 6
- Damage Bonus -2
- Build -2
- Move 8
- Sanity Loss 0/1D4 (seeing their glowing eyes and clay-like forms)
- Attacks: None (Alchemic Homunculi are not designed for combat but can assist in other ways).
- Armor: 1-point clay-like body (resistant to bludgeoning; piercing and slashing attacks deal normal damage).
- Skills: Science (Alchemy) 50%, Spot Hidden 40%, Stealth 60%
- Special Abilities
- Arcane Assistant: The Homunculus can assist an investigator with alchemical tasks, granting a +20% bonus to Science (Alchemy) rolls if the investigator succeeds on a Hard Persuade or Science (Alchemy) roll to gain its trust.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items, such as vials, without breaking them.
- Aetheric Spark: The Homunculus has a limited lifespan (5-10 years). If exposed to aetheric energies (e.g., from a ritual), it gains a +10% bonus to all skills for 1D4 hours but loses 1 HP permanently due to strain.
- Collective Knowledge: When working in groups of 3 or more, Alchemic Homunculi gain a +10% bonus to all skill rolls, reflecting their shared consciousness.
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Call of Cthulhu’s horror tone as eerie constructs in a secretive alchemical order. They lack combat abilities but can assist investigators with alchemical tasks, encouraging non-combat interaction. Malleable Form and Collective Knowledge make them versatile helpers, while Aetheric Spark adds a risk-reward element. Their stats make them fragile but useful allies, fitting the system’s focus on investigation and survival.
Blades in the Dark: In Blades in the Dark, the Alchemic Homunculi are Tier I arcane constructs serving the Obsidian Alchemist’s Conclave, a secretive order in Doskvol’s undercity. They’re minor entities that can assist or hinder a crew, depending on the approach.
Alchemic Homunculus
- (Tier I)
- Threat Level: Low (Scale 0, individual entity)
- Traits: Construct, Arcane, Servant
- Quality: 1 (actions and assistance)
- Magnitude: 1 (durability and area of effect)
- Clocks
- Gain Its Trust: 4 segments
- Disable It: 4 segments
- Actions
- Assist Alchemy: Roll its Quality (1 die). On a 6, the crew gains +1d to a Tinker or Study roll related to alchemy. On a 4-5, the crew gains +1 effect on the roll. On a 1-3, the Homunculus fumbles, causing a minor complication (e.g., spills a vial, -1 effect on the roll).
- Special Abilities
- Construct Nature: Immune to effects targeting living beings (e.g., possession, fear). It takes +1 Heat to destroy due to its arcane nature.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items, granting +1 effect to actions involving transport of alchemical materials.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a ritual or device), the Homunculus gains +1 effect on its actions for 1D4 actions but loses 1 segment from its disable clock due to strain.
- Collective Knowledge: When 3 or more Homunculi work together, they gain +1 effect on their actions, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +1 effect on Stealth actions due to its small size and agility.
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Blades in the Dark’s gritty tone as arcane constructs in a secretive order. Their Tier I rating makes them minor entities, with Assist Alchemy providing utility to the crew. Malleable Form and Collective Knowledge make them versatile helpers, while Aetheric Spark adds a risk-reward element. Stealthy Scuttler makes them hard to spot, encouraging non-combat interaction, fitting the system’s focus on heists and resource management.
Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5th Edition, the Alchemic Homunculi are CR 0 constructs serving the Obsidian Alchemist’s Conclave, a secretive order in a high-fantasy setting. They’re non-combatants but useful allies for a party of level 1-3 adventurers.
Alchemic Homunculus
- Small Construct, Neutral
- Armor Class 12 (natural armor)
- Hit Points 7 (2d6)
- Speed 30 ft.
- STR 8 (-1) | DEX 12 (+1) | CON 10 (+0) | INT 6 (-2) | WIS 10 (+0) | CHA 8 (-1)
- Skills Stealth +3
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Understands Common but cannot speak
- Challenge 0 (10 XP)
- Proficiency Bonus +2
- Traits
- Construct Nature: The Homunculus does not require air, food, drink, or sleep. It is immune to effects that target living minds (e.g., fear, charm).
- Malleable Form: The Homunculus can squeeze through spaces as narrow as 6 inches without penalty and can reshape its body to carry delicate items (e.g., vials) without risk of breaking them.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a spell or magical effect), the Homunculus gains advantage on ability checks for 1 hour but takes 1d4 necrotic damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain advantage on ability checks, reflecting their shared consciousness.
- Actions
- Assist Alchemy: The Homunculus can assist a creature with an alchemical task, granting advantage on the creature’s next Intelligence (Arcana) or Wisdom (Medicine) check related to alchemy, provided the creature spends at least 1 minute working with the Homunculus.
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit D&D’s high-fantasy setting as arcane constructs in a secretive order. Their CR 0 rating makes them non-combatants, with Assist Alchemy providing utility to the party. Malleable Form and Collective Knowledge make them versatile helpers, while Aetheric Spark adds a risk-reward element. Their lack of combat abilities encourages non-combat interaction, fitting the system’s focus on exploration and roleplay.
Knave (2nd Edition): In Knave 2nd Edition, the Alchemic Homunculi are level 0 constructs serving the Obsidian Alchemist’s Conclave, a secretive order in an old-school fantasy setting. They’re non-combatants but useful allies for a party.
Alchemic Homunculus
- (Level 0)
- HD 1 (3 HP)
- Armor 12 (clay-like body)
- Move 30 ft.
- Morale 6 (loyal but fragile)
- Attacks None (not designed for combat)
- Special
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, granting +2 to the character’s Intelligence check related to alchemy, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through spaces as narrow as 6 inches and reshape its body to carry delicate items (e.g., vials) without risk of breaking them.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a spell or magical effect), the Homunculus gains +2 to all rolls for 1 hour but takes 1d4 damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain +2 to all rolls, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +2 to Stealth rolls due to its small size and agility.
- Treasure
- 1d4 alchemical reagents (worth 5 sp each)
- A glowing eye (grants +1 to Perception rolls, 1 use)
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Knave’s old-school style as arcane constructs in a secretive order. Their level 0 stats make them non-combatants, with Assist Alchemy providing utility to the party. Malleable Form and Collective Knowledge make them versatile helpers, while Aetheric Spark adds a risk-reward element. Stealthy Scuttler makes them hard to spot, encouraging non-combat interaction, fitting Knave’s focus on exploration and problem-solving. Their treasure rewards engagement, balanced by their fragility.
Fate Core System: In Fate Core, the Alchemic Homunculi are small, arcane constructs serving the Obsidian Alchemist’s Conclave, a secretive order in a high-fantasy setting. Fate’s narrative focus highlights their utility and collective nature, making them helpful but fragile allies.
Alchemic Homunculus
- Aspects
- High Concept: Arcane Clay Assistant
- Trouble: Fragile Aetheric Spark
- Other Aspects: Malleable Helper, Luminescent Gaze, Collective Mind
- Skills
- Fair (+2): Crafts (Alchemy)
- Average (+1): Stealth, Notice
- Mediocre (+0): Athletics, Physique
- Stunts
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, granting +2 to the character’s Craft (Alchemy) roll, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items (e.g., vials), granting +2 to rolls involving transport or handling of alchemical materials.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain +2 to their Craft (Alchemy) rolls, reflecting their shared consciousness.
- Stress
- Physical: [ ]
- Mental: [ ]
- Consequences: Mild (2)
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Fate’s narrative-driven system as helpful constructs in a secretive alchemical order. Their aspects encourage roleplay—players can invoke “Fragile Aetheric Spark” to exploit their weakness or “Collective Mind” to leverage their teamwork. Assist Alchemy and Malleable Form provide utility, while their low stress reflects their fragility. They’re non-combatants, encouraging non-violent interaction, fitting Fate’s focus on story and character dynamics.
Numenera (Cypher System): In Numenera, the Alchemic Homunculi are level 1 arcane constructs serving the Obsidian Alchemist’s Conclave, a secretive order in the Ninth World. They’re minor entities blending the system’s weird science with their alchemical origins.
Alchemic Homunculus
- (Level 1)
- Motive: Serve alchemists and assist in tasks
- Environment: Obsidian Alchemist’s Conclave, a secretive alchemical order
- Health: 3
- Damage Inflicted: 0 (not designed for combat)
- Armor: 1 (clay-like body)
- Movement: Short
- Modifications: Tasks involving alchemy as level 2; Stealth as level 2 due to small size.
- Interaction: The Homunculus is loyal to its alchemist creators but can assist others if persuaded. A level 1 Intellect task (using persuasion or alchemical knowledge) can convince it to help, easing alchemy-related tasks by one step for 1 hour.
- Use: The Homunculi assist alchemists in the Conclave, performing mundane tasks or carrying delicate items. They can be allies or obstacles depending on the crew’s approach.
- Loot
- 1-2 cyphers (e.g., alchemical reagents that grant +2 to Intellect tasks for 1 hour, 1 use)
- A glowing eye (worth 5 shin, can be used as a light source).
- Special Abilities
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, easing the task by one step, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items, easing related tasks by one step.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a numenera device), the Homunculus gains +1 level to all tasks for 1 hour but takes 1 damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they act as a level 2 entity, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +1 step to Stealth tasks due to its small size and agility.
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Numenera’s sci-fi-fantasy blend, their alchemical origins tying into the Ninth World’s numenera. Their level 1 stats make them non-combatants, with Assist Alchemy and Malleable Form providing utility. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting Cypher’s focus on exploration and discovery.
Pathfinder (2nd Edition): In Pathfinder 2nd Edition, the Alchemic Homunculi are level 1 constructs serving the Obsidian Alchemist’s Conclave, a secretive order in a high-fantasy setting. They’re non-combatants but useful allies for a party of level 1-2 characters.
Alchemic Homunculus
- Small Construct
- Perception +4; darkvision
- Languages Understands Common (cannot speak)
- Skills Crafting +4 (alchemy only), Perception +4, Stealth +5
- Str -1, Dex +1, Con +0, Int -2, Wis +0, Cha -1
- AC 14; Fort +4, Ref +5, Will +4
- HP 15; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
- Construct Nature The Homunculus does not require air, food, drink, or sleep. It is immune to effects that target living minds (e.g., fear, charm).
- Speed 30 feet
- Assist Alchemy [two-actions] The Homunculus assists a creature with an alchemical task, granting a +2 circumstance bonus to the creature’s next Crafting check related to alchemy, provided the creature spends at least 1 minute working with the Homunculus.
- Malleable Form The Homunculus can squeeze through spaces as narrow as 6 inches without penalty and can reshape its body to carry delicate items (e.g., vials) without risk of breaking them, granting a +2 circumstance bonus to checks involving transport of alchemical materials.
- Aetheric Spark If exposed to aetheric energies (e.g., from a spell or magical effect), the Homunculus gains a +2 status bonus to all checks for 1 hour but takes 1d4 necrotic damage due to strain.
- Collective Knowledge When 3 or more Alchemic Homunculi work together, they gain a +2 circumstance bonus to all checks, reflecting their shared consciousness.
- Stealthy Scuttler The Homunculus gains a +4 circumstance bonus to Stealth checks due to its small size and agility.
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Pathfinder’s high-fantasy setting as arcane constructs in a secretive order. Their level 1 stats make them non-combatants, with Assist Alchemy and Malleable Form providing utility to the party. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting the system’s focus on skill use and roleplay. Their low HP reflects their fragility.
Savage Worlds (Adventure Edition): In Savage Worlds, the Alchemic Homunculi are small constructs serving the Obsidian Alchemist’s Conclave, a mystical order in a high-magic setting. They’re non-combatants but useful allies for a party of Novice characters.
Alchemic Homunculus
- Attributes Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4
- Skills Notice d4, Stealth d6
- Pace 6; Parry 2; Toughness 3
- Edges None
- Hindrances Small (Size -1, Toughness -1)
- Special Abilities
- Construct: +2 to recover from Shaken; immune to poison, disease, and called shots; no additional damage from critical hits; does not breathe or suffer wound penalties.
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, granting +2 to the character’s Occult roll, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through spaces as narrow as 6 inches and reshape its body to carry delicate items (e.g., vials), granting +2 to rolls involving transport of alchemical materials.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a spell or device), the Homunculus gains +2 to all rolls for 1 hour but takes 1d4 damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain +2 to all rolls, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +2 to Stealth rolls due to its small size and agility.
- Gear: None (its clay can be salvaged as a reagent, worth 10 gold, grants +1 to Occult rolls, 1 use).
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Savage Worlds’ fast-paced style as helpful constructs in a mystical order. Their stats make them non-combatants, with Assist Alchemy and Malleable Form providing utility to the party. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting the system’s focus on dynamic encounters and roleplay. Their low Toughness reflects their fragility.
Shadowrun (6th Edition): In Shadowrun, the Alchemic Homunculi are small, arcane constructs serving the Obsidian Alchemist’s Conclave, a secretive magical order in the Sixth World. They’re non-combatants but useful allies for a runner team.
Alchemic Homunculus
- (Professional Rating 0)
- Attributes: Body 2 | Agility 4 | Reaction 3 | Strength 2 | Charisma 2 | Intuition 3 | Logic 3 | Willpower 3 | Edge 1 | Essence 0 | Magic 2 | Initiative 6 + 1d6
- Skills: Alchemy 4, Perception 3, Stealth 5
- Qualities: Construct (immune to toxins, diseases, and effects targeting living minds; no Essence; does not heal naturally), Small (Size -1, -1 to Defense Rating and Damage Resistance)
- Attacks: None (Alchemic Homunculi are not designed for combat but can assist in other ways).
- Defenses
- Defense Rating 4 (Body 2 + Armor 2, adjusted for Small)
- Damage Resistance 3 (Body 2 + Armor 2, adjusted for Small)
- Special Abilities
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, granting +2 dice to Alchemy tests, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items (e.g., vials), granting +2 dice to tests involving transport of alchemical materials.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a spell or device), the Homunculus gains +2 dice to all tests for 1 hour but takes 1D4 Stun damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain +2 dice to all tests, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +2 dice to Stealth rolls due to its small size and agility.
- Gear
- Clay-Like Body (Armor 2, integrated into its form)
- Alchemical Reagent (can be looted, worth 100¥, grants +2 dice to Alchemy tests for 1 hour).
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Shadowrun’s cyberpunk-fantasy blend as arcane constructs in a secretive order. Their Professional Rating 0 makes them non-combatants, with Assist Alchemy and Malleable Form providing utility to runners. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting the system’s focus on stealth and resource management.
Starfinder (1st Edition): In Starfinder, the Alchemic Homunculi are CR 1/2 constructs serving the Obsidian Alchemist’s Conclave, a secretive order in a sci-fi-fantasy setting. They’re non-combatants but useful allies for a party of level 1-2 characters.
Alchemic Homunculus
- CR 1/2
- Small Construct (Magical)
- XP 200
- Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +4
- Defense
- HP 13
- EAC 10; KAC 11
- Fort +2; Ref +1; Will +2
- Defensive Abilities Construct Immunities (immune to bleed, disease, death effects, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stunning, and effects requiring a Fortitude save unless they affect objects)
- Offense
- Speed 30 ft.
- Attacks None (not designed for combat)
- Statistics
- Str -1; Dex +1; Con —; Int -2; Wis +0; Cha -1
- Skills Perception +4, Stealth +5
- Other Abilities Assist Alchemy, Malleable Form, Aetheric Spark, Collective Knowledge, Stealthy Scuttler
- Special Abilities
- Assist Alchemy: The Homunculus can assist a creature with an alchemical task, granting a +2 bonus to the creature’s next Engineering or Mysticism check related to alchemy, provided the creature spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through spaces as narrow as 6 inches without penalty and can reshape its body to carry delicate items (e.g., vials), granting a +2 bonus to checks involving transport of alchemical materials.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a spell or device), the Homunculus gains a +2 bonus to all skill checks for 1 hour but takes 1d4 damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain a +2 bonus to all skill checks, reflecting their shared consciousness.
- Stealthy Scuttler: The Homunculus gains a +4 bonus to Stealth checks due to its small size and agility.
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Starfinder’s sci-fi-fantasy setting as arcane constructs in a secretive order. Their CR 1/2 rating makes them non-combatants, with Assist Alchemy and Malleable Form providing utility to the party. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting the system’s focus on exploration and roleplay.
Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Alchemic Homunculi are small robotic constructs serving the Obsidian Alchemist’s Conclave, an ancient alien order on a frontier world. They’re non-combatants but useful allies for a party of adventurers.
Alchemic Homunculus
- (Robotic Construct)
- Hull 1 (equivalent to 10 HP)
- Armor 1 (clay-like body)
- Speed 8 meters/round
- Traits Robot (immune to poison, disease, vacuum, and effects targeting living minds; does not heal naturally), Small (Size -1, -1 to hit)
- Skills Science (Chemistry) 2, Stealth 2, Recon 1
- Attacks: None (not designed for combat).
- Special Abilities
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, granting a +2 DM to Science (Chemistry) checks, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items, granting a +2 DM to checks involving transport of alchemical materials.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a numenera device), the Homunculus gains a +2 DM to all checks for 1 hour but takes 1D6 damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain a +2 DM to all checks, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +2 DM to Stealth rolls due to its small size and agility.
- Construct Nature: Immune to effects that target living minds. It can be repaired with a Difficult (10+) Mechanics check (1D6 damage per hour).
- Gear
- Clay-Like Body (Armor 1)
- Alchemical Reagent (can be salvaged, worth Cr50, grants +2 DM to Science (Chemistry) checks for 1 hour).
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit Traveller’s sci-fi setting as robotic constructs in an ancient alien order. Their stats make them non-combatants, with Assist Alchemy and Malleable Form providing utility to the party. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting Traveller’s focus on exploration and problem-solving.
Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Alchemic Homunculi are small constructs serving the Obsidian Alchemist’s Conclave, a secretive order in the grimdark Old World. They’re non-combatants but useful allies for a party of 1st-2nd tier characters.
Alchemic Homunculus
- (Construct)
- M 5 | WS 20 | BS — | S 20 | T 20 | I 30 | Ag 40 | Dex 35 | Int 30 | WP 30 | Fel 20 | W 5
- Traits
- Construct (immune to Fear, Terror, poison, disease, and effects targeting living minds; does not heal naturally)
- Armor 1 (clay-like body)
- Small (gains +10 to hit larger targets, but takes a -10 penalty to be hit)
- Skills Lore (Alchemy) 50, Perception 40, Stealth 60
- Talents None
- Attacks: None (not designed for combat).
- Special Rules
- Assist Alchemy: The Homunculus can assist a character with an alchemical task, granting a +20 bonus to Lore (Alchemy) tests, provided the character spends at least 1 minute working with the Homunculus.
- Malleable Form: The Homunculus can squeeze through small spaces (e.g., gaps as narrow as 6 inches) and reshape its body to carry delicate items, granting a +20 bonus to tests involving transport of alchemical materials.
- Aetheric Spark: If exposed to aetheric energies (e.g., from a spell or device), the Homunculus gains a +20 bonus to all tests for 1 hour but takes 1D10 damage due to strain.
- Collective Knowledge: When 3 or more Alchemic Homunculi work together, they gain a +20 bonus to all tests, reflecting their shared consciousness.
- Stealthy Scuttler: Gains +20 to Stealth rolls due to its small size and agility.
- Trappings: Alchemical Reagent (can be looted, worth 5 gc, grants +10 to Lore (Alchemy) tests for 1 hour).
- Description: The Alchemic Homunculus is a three-foot-tall, humanoid construct made of malleable clay, its featureless form marked only by large, luminescent eyes glowing in ethereal blue or pale green. It moves with a soft, melodic pitter-patter, serving the alchemists with quiet efficiency.
- Gameplay Notes: The Alchemic Homunculi fit WFRP’s grimdark fantasy as arcane constructs in a secretive order. Their stats make them non-combatants, with Assist Alchemy and Malleable Form providing utility to the party. Aetheric Spark adds a risk-reward element, while Collective Knowledge encourages teamwork. Stealthy Scuttler makes them hard to spot, fitting the system’s focus on investigation and roleplay. Their low Wounds reflect their fragility.

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