From: Forsaken Alchemists Abode
Lore: In the forgotten laboratory of Arion the Unbound, the Alchemical Homunculus was born of forbidden alchemical experiments. Arion sought to create a versatile assistant capable of tending to the lab’s needs and protecting his invaluable work. Combining alchemy, engineering, and necromantic arts, he crafted this creature by stitching together various animal parts and reinforcing them with enchanted metal components.
Once brought to life, the Alchemical Homunculus displayed an uncanny intelligence and loyalty to its creator. It became an invaluable asset, ensuring the laboratory’s continued existence and safeguarding Arion’s prized discoveries. However, when the laboratory was abandoned, the Homunculus found itself alone, but its original purpose remained deeply ingrained.
Specific Tier One Stats for the Alchemical Homunculus:
- Hit Points: 15
- Armor Class: 13
- Strength: 14 (+2)
- Dexterity: 12 (+1)
- Constitution: 14 (+2)
- Intelligence: 10 (+0)
- Wisdom: 8 (-1)
- Charisma: 6 (-2)
Skills:
- Perception: +2
- Stealth: +3
- Arcana: +1

Appearance: The Alchemical Homunculus stands at a diminutive height of two feet, resembling a small humanoid construct. Its body consists of a patchwork of stitched animal parts and reinforced metal plating, giving it a peculiar, almost unsettling appearance. Its multiple limbs end in various tools, including sharp blades, tiny vials, and alchemical fire throwers. Its eyes glow with an eerie, faint light, which adds to its mysterious and otherworldly presence.
Size: Tiny
Requirements: The Alchemical Homunculus requires an activation amulet with specific alchemical runes and a command word to bring it to life and receive its loyalty.
Tags: Alchemical, Construct, Guardian, Mechanical, Loyal, Patchwork, Versatile, Enchanted, Tiny, Unsettling
Attacks:
- Claw Slash: Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 slashing damage.
- Acidic Vial: Ranged Weapon Attack, +3 to hit, range 20/60 ft., one target. Hit: 1d6 acid damage.
- Alchemical Fire Thrower: Ranged Spell Attack, +1 to hit, range 30 ft., cone. Hit: 1d6 fire damage (Dexterity saving throw, DC 11, half damage on a successful save).
Emotions: The Alchemical Homunculus does not possess emotions in the traditional sense, as it was designed solely to serve its creator’s will. However, it exhibits loyalty to those who possess the alchemical amulet, following their commands with unwavering dedication.
Age: The Alchemical Homunculus, being an artificially created construct, does not age in the conventional sense. If it is well-maintained, it can serve for centuries.
Height: 2 feet
Weight: Approximately 30 pounds
Speed: 30 ft.
Stitching of the Alchemical Homunculus
In the shadowed annals of Saṃsāra, where the echoes of forbidden arts still lingered in the dark, a tale was inscribed in a language so ancient that its origins were lost to the birth of alchemy, a tongue of molten metals and whispered runes that predated the first forges. This is the story of the Alchemical Homunculus, a creature of patchwork and purpose born within the Forsaken Alchemist’s Abode, and of the alchemist whose ambition crafted a loyal guardian from the remnants of life and metal.
The tale begins in an age when Saṃsāra was a realm of burgeoning magic, its lands dotted with workshops where alchemists sought to unravel the mysteries of creation. In a dense forest, far from the eyes of civilization, Arion the Unbound built his laboratory, a sprawling structure of stone and wood known as the Forsaken Alchemist’s Abode. Arion was a figure of legend, a reclusive alchemist whose genius was matched only by his madness. He sought to create life itself, a servant that could tend to his laboratory’s needs and protect his invaluable work from those who would steal his secrets. To this end, he turned to the forbidden arts, combining alchemy, engineering, and necromancy in a ritual that would defy the natural order.
Arion gathered the materials for his creation with meticulous care, stitching together the parts of various animals—rat tails, bat wings, and lizard claws—into a diminutive humanoid form. He reinforced the patchwork body with enchanted metal components, crafting limbs that ended in tools of his own design: sharp blades, tiny vials, and alchemical fire throwers. The creature stood at a mere two feet tall, its body a peculiar blend of flesh and metal, its eyes glowing with an eerie, faint light that spoke of the magic that animated it. Arion named his creation the Alchemical Homunculus, for it was a being born of alchemy’s darkest secrets, and he imbued it with an activation amulet inscribed with specific runes, a command word binding its loyalty to its creator.
The ritual to bring the Homunculus to life was a spectacle of forbidden magic, the laboratory filled with the scent of brimstone and the hum of arcane energy. Arion chanted in an ancient tongue, his voice echoing off the stone walls as he poured his will into the amulet, the runes glowing with a fiery light. The Homunculus stirred, its patchwork body trembling as the magic took hold, and its glowing eyes opened for the first time. It displayed an uncanny intelligence, understanding Arion’s commands with a loyalty that bordered on devotion. The Homunculus became an invaluable asset, tending to the laboratory’s needs with its versatile limbs—cleaning, fetching tools, and even assisting in Arion’s experiments. When intruders threatened the Abode, it defended its creator with ferocity, its blades slashing, its vials spewing acid, and its fire throwers igniting the air with alchemical flames.
For years, the Alchemical Homunculus served Arion faithfully, its presence ensuring the laboratory’s continued existence. It guarded Arion’s prized discoveries, from elixirs that could heal the gravest wounds to potions that granted visions of the multiverse, its loyalty unwavering even as Arion’s experiments grew more dangerous. But the alchemist’s ambition knew no bounds, and his pursuit of perfection led to his downfall. In a final, catastrophic experiment, Arion attempted to bind a fragment of the ethereal plane to his own soul, unleashing a surge of chaotic magic that shattered the laboratory’s defenses. The alchemists who worked with him fled, and Arion himself vanished into the wilds, leaving the Forsaken Alchemist’s Abode to crumble into ruin.
The Alchemical Homunculus, now alone, remained in the abandoned laboratory, its original purpose deeply ingrained. It continued to tend to the Abode’s needs, cleaning the dust-covered tables and guarding the scattered tomes, its glowing eyes watching for intruders. The forest reclaimed the structure, vines and foliage entwining its walls, but the Homunculus endured, its enchanted metal components resisting the ravages of time. It waited for Arion’s return, its loyalty unshaken, even as centuries passed and the laboratory became a forgotten relic of a bygone age.
The Homunculus’s solitude was broken when a group of adventurers, drawn by tales of Arion’s lost knowledge, ventured into the Forsaken Alchemist’s Abode. They were led by a young alchemist named Kael, who sought the secrets of Arion’s elixirs to save his dying mentor. The laboratory was a maze of crumbling chambers, its air thick with the scent of mildew and alchemical fumes, and the adventurers soon encountered the Alchemical Homunculus, its tiny form emerging from the shadows with a whir of mechanical limbs. It attacked with ferocity, its blades slashing at the intruders, its vials spewing acid, and its fire throwers igniting the air, determined to protect the laboratory as Arion had commanded.
Kael, recognizing the creature’s alchemical nature, searched the laboratory for a way to communicate with it. He found a dusty amulet on a workbench, its runes matching those on the Homunculus’s body, and spoke the command word inscribed within—“Obedire.” The Homunculus froze, its glowing eyes dimming as it recognized the amulet’s authority, and it lowered its weapons, awaiting Kael’s orders. The young alchemist, moved by the creature’s loyalty, commanded it to stand down and asked for its help in finding Arion’s elixirs. The Homunculus, bound by its programming, led Kael to a hidden cache of tomes, its tiny limbs pointing to a scroll that detailed the creation of a healing elixir.
With the Homunculus’s assistance, Kael crafted the elixir, its ingredients still potent despite the centuries, and returned to his mentor, saving her life. He left the Alchemical Homunculus in the Forsaken Alchemist’s Abode, its purpose fulfilled, but he took the amulet with him, ensuring that the creature would not fall into the wrong hands. The Homunculus resumed its vigil, its glowing eyes watching the shadows, a silent guardian of a forgotten legacy.
The story of the Alchemical Homunculus spread across Saṃsāra, a tale of loyalty and creation, of a creature born from forbidden arts that endured beyond its creator’s fall. The Forsaken Alchemist’s Abode remained hidden in the forest, its secrets guarded by the Homunculus, waiting for the next seekers to brave its halls and face the legacy of Arion’s ambition.
Moral of the Story: Loyalty may endure beyond the ages, but the creations of ambition carry the weight of their maker’s sins, reminding us that even the most devoted servant cannot escape the consequences of forbidden acts.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition): In Call of Cthulhu, the Alchemical Homunculus is a small, alchemical construct guarding the Forsaken Alchemist’s Abode, a derelict laboratory filled with forbidden knowledge. Its mechanical and necromantic nature makes it a disturbing foe for investigators, fitting the game’s horror theme.
Alchemical Homunculus
- Patchwork Guardian
- STR 50
- CON 50
- SIZ 20
- DEX 60
- INT 50
- POW 40
- HP 7
- Damage Bonus -2
- Build -2
- Move 8
- Sanity Loss 0/1D4 (seeing its patchwork form and glowing eyes)
- Attacks
- Fighting 50% (25/10), damage 1D4-2 (Claw Slash)
- Acidic Vial 40% (20/8), damage 1D6 (acid, range 5/10/20 yards)
- Alchemical Fire Thrower 30% (15/6), damage 1D6 (fire, cone 5 yards, targets must succeed on a Hard DEX roll or take full damage, half on success)
- Armor: 2-point enchanted metal plating (immune to mundane firearms; magical attacks deal full damage).
- Skills: Perception 50%, Stealth 60%, Science (Alchemy) 40%
- Special Abilities
- Construct Nature: The Homunculus is immune to poison, disease, and effects targeting living minds (e.g., fear, sanity loss from mental effects). It does not heal naturally but can be repaired with a Hard Science (Alchemy) or Mechanical Repair roll (1D4 HP per hour).
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (requires a Hard Persuade or Science (Alchemy) roll to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks (Claw Slash, Acidic Vial, Alchemical Fire Thrower) as a free action, but each ranged attack has limited uses (3 vials, 2 fire charges) before needing to be refilled with alchemical reagents.
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct made of stitched animal parts and enchanted metal plating. Its multiple limbs end in tools—sharp blades, tiny vials, and alchemical fire throwers—and its glowing eyes cast an eerie light. It moves with mechanical precision, guarding the laboratory with unwavering loyalty.
- Gameplay Notes: The Homunculus fits Call of Cthulhu’s horror tone as a small but dangerous construct in a derelict lab. Its low HP and SIZ make it fragile, but its multiple attacks (Claw Slash, Acidic Vial, Alchemical Fire Thrower) and armor make it a threat in numbers or tight spaces. The Loyal Guardian ability allows investigators to potentially control it, encouraging investigation over combat. Its stats are balanced for a low-level encounter, fitting the system’s focus on survival and discovery.
Blades in the Dark: In Blades in the Dark, the Alchemical Homunculus is a Tier I construct guarding the Forsaken Alchemist’s Abode, a forgotten lab in Doskvol’s undercity. It’s a minor threat for a crew, with versatile attacks that challenge their approach.
Alchemical Homunculus
- (Tier I)
- Threat Level: Low (Scale 0, individual entity)
- Traits: Construct, Alchemical, Guardian
- Quality: 1 (attacks and defenses)
- Magnitude: 1 (durability and area of effect)
- Clocks
- Defeat the Homunculus: 4 segments
- Gain Its Control: 4 segments
- Actions
- Claw Slash: Roll its Quality (1 die). On a 6, the target takes Level 1 Harm (“Slashed”). On a 4-5, the target takes 1 Stress from a glancing blow. On a 1-3, the target avoids the attack.
- Acidic Vial: Roll its Quality (1 die), range 10 feet. On a 6, the target takes Level 1 Harm (“Burned”) and 1 Stress from the acid. On a 4-5, the target takes 1 Stress. On a 1-3, the vial misses. Limited to 3 uses.
- Alchemical Fire Thrower: Roll its Quality (1 die), cone 5 feet. On a 6, targets in the cone take Level 1 Harm (“Singed”) unless they succeed on a Prowl roll (Risky, Standard effect) to take half harm. On a 4-5, targets take 1 Stress. On a 1-3, the fire fizzles. Limited to 2 uses.
- Special Abilities
- Construct Nature: Immune to effects targeting living beings (e.g., possession, fear). It takes +1 Heat to destroy due to its alchemical nature.
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet. The crew can gain control (via a 4-segment clock, filled through Tinker, Study, or Command actions), making it an ally for the score.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a free action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Description: A 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal, the Alchemical Homunculus has multiple limbs ending in tools—blades, vials, and fire throwers. Its glowing eyes cast an eerie light as it guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Blades in the Dark’s gritty tone as a small but versatile construct in a forgotten lab. Its Tier I rating makes it a minor threat, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks that challenge the crew’s positioning. Loyal Guardian allows the crew to potentially control it, encouraging non-combat solutions like Tinker or Study. Its limited attack uses balance its versatility, fitting the system’s focus on heists and risk-reward decisions.
Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5th Edition, the Alchemical Homunculus is a CR 1/2 construct guarding the Forsaken Alchemist’s Abode, a dungeon of ancient alchemy. It’s a minor challenge for a party of level 1-3 adventurers, with versatile attacks.
Alchemical Homunculus
- Tiny Construct, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 15 (3d4 + 6)
- Speed 30 ft.
- STR 14 (+2) | DEX 12 (+1) | CON 14 (+2) | INT 10 (+0) | WIS 8 (-1) | CHA 6 (-2)
- Skills Perception +2, Stealth +3
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 12
- Languages Understands Common but cannot speak
- Challenge 1/2 (100 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).
- Multi-Tool Limbs: The Homunculus can switch between its attacks (Claw Slash, Acidic Vial, Alchemical Fire Thrower) as a bonus action, but its ranged attacks have limited uses (3 vials, 2 fire charges) before needing to be refilled with alchemical reagents.
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (requires a DC 15 Arcana check to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Actions
- Claw Slash: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Acidic Vial: Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) acid damage. Limited to 3 uses.
- Alchemical Fire Thrower: The Homunculus emits a 15-foot cone of fire. Each creature in the area must make a DC 11 Dexterity saving throw, taking 5 (1d6 + 2) fire damage on a failed save, or half as much on a successful save. Limited to 2 uses.
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits D&D’s high-fantasy setting as a small construct with versatile attacks. Its CR 1/2 rating makes it a minor threat, suitable for low-level parties, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied combat options. Loyal Guardian encourages players to seek the amulet, adding a non-combat solution. Its limited attack uses and low hit points balance its versatility, fitting the system’s focus on tactical combat and exploration.
Knave (2nd Edition): In Knave 2nd Edition, the Alchemical Homunculus is a level 1 construct guarding the Forsaken Alchemist’s Abode, a dungeon of ancient alchemy. Its mechanics are streamlined to fit Knave’s minimalist system, focusing on its versatile attacks and loyalty.
Alchemical Homunculus
- (Level 1)
- HD 1 (5 HP)
- Armor 13 (enchanted metal)
- Move 30 ft.
- Morale 8 (loyal to its purpose)
- Attacks 1 (Claw Slash, +2 to hit, 1d4+2 slashing damage)
- Special
- Acidic Vial: Ranged attack (+1 to hit, range 20/60 ft.), 1d6 acid damage. Limited to 3 uses.
- Alchemical Fire Thrower: The Homunculus emits a 15-foot cone of fire. Targets must make a DC 11 Dexterity save, taking 1d6 fire damage on a failed save, or half on a success. Limited to 2 uses.
- Construct Nature: Immune to poison, disease, and effects targeting living minds (e.g., fear, charm). It does not heal naturally but can be repaired with a DC 15 Intelligence check (1d4 HP per hour).
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (DC 15 Intelligence check to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a free action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Treasure
- 1d4 alchemical reagents (worth 10 sp each)
- A tiny blade (deals 1d4 damage, can be used as a tool)
- Description: A 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal, the Alchemical Homunculus has multiple limbs ending in tools—blades, vials, and fire throwers. Its glowing eyes cast an eerie light as it guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Knave’s old-school, minimalist style as a small but versatile construct. Its level 1 stats make it a minor threat, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks, encouraging players to manage positioning. Loyal Guardian rewards non-combat solutions, fitting Knave’s focus on exploration and problem-solving. Its limited attack uses and low HP balance its versatility, making it a fitting low-level encounter.
Fate Core System: In Fate Core, the Alchemical Homunculus is a small, alchemical construct guarding the Forsaken Alchemist’s Abode, a derelict laboratory. Fate’s narrative focus highlights its loyalty and versatility, making it a minor but persistent threat or potential ally.
Alchemical Homunculus
- Aspects
- High Concept: Patchwork Alchemical Guardian
- Trouble: Bound by the Activation Amulet
- Other Aspects: Versatile Multi-Tool Limbs, Loyal to Arion’s Legacy, Unsettling Mechanical Presence
- Skills
- Good (+3): Fight
- Fair (+2): Stealth, Notice
- Average (+1): Athletics, Crafts (Alchemy)
- Stunts
- Multi-Tool Limbs: The Homunculus can switch between its attacks (Claw Slash, Acidic Vial, Alchemical Fire Thrower) as a free action, choosing one per turn. Each ranged attack has limited uses (3 vials, 2 fire charges) before needing alchemical reagents to recharge.
- Claw Slash: When the Homunculus attacks with Fight, it deals 1 stress on a success and can create the situation aspect “Slashed” with one free invoke on a success with style.
- Acidic Vial: When the Homunculus attacks with Fight, it can target a character in an adjacent zone, dealing 1 stress on a success. The target must overcome a Fair (+2) Physique obstacle or take the situation aspect “Burned” with one free invoke. Limited to 3 uses.
- Alchemical Fire Thrower: The Homunculus can attack all characters in its zone with Fight, dealing 1 stress on a success. Targets can resist with a Good (+3) Athletics roll, taking 1 stress on failure. Limited to 2 uses.
- Stress
- Physical: [ ] [ ]
- Mental: [ ]
- Consequences: Mild (2):
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Fate’s narrative-driven system as a minor but versatile NPC. Its aspects encourage roleplay—players can invoke “Bound by the Activation Amulet” to control it or “Unsettling Mechanical Presence” to intimidate it. Multi-Tool Limbs provide varied attacks, while its limited uses balance its versatility. The lack of mental stress reflects its construct nature, fitting Fate’s focus on story and character interaction.
Numenera (Cypher System): In Numenera, the Alchemical Homunculus is a level 2 construct within the Forsaken Alchemist’s Abode, a Ninth World ruin filled with alchemical technology. It’s a small but versatile guardian, blending the system’s weird science with its patchwork design.
Alchemical Homunculus
- (Level 2)
- Motive: Protect the Forsaken Alchemist’s Abode
- Environment: Found within the Forsaken Alchemist’s Abode, a derelict lab
- Health: 6
- Damage Inflicted: 2 (Claw Slash)
- Armor: 1 (enchanted metal)
- Movement: Short
- Modifications: Stealth as level 3; Speed defense as level 1 due to small size.
- Combat
- Claw Slash: The Homunculus inflicts 2 damage with its blades.
- Acidic Vial: Ranged attack (short range), inflicts 3 damage (acid). Limited to 3 uses.
- Alchemical Fire Thrower: The Homunculus emits a short-range cone of fire, inflicting 3 damage (fire). Targets can make a level 2 Speed task to take half damage. Limited to 2 uses.
- Interaction: The Homunculus is loyal to its activation amulet. A level 2 Intellect task (using persuasion or alchemical knowledge) can convince it to obey if the amulet is held; otherwise, it attacks. It can be commanded to assist with alchemical tasks, easing related tasks by one step.
- Use: The Homunculus guards a key area of the Forsaken Alchemist’s Abode, such as a hidden cache of alchemical reagents. It can be a minor combat encounter or a useful ally if controlled.
- Loot
- 1-2 cyphers (e.g., alchemical vials that grant +2 to Might tasks for 1 hour)
- A tiny blade (deals 2 damage, can be used as a tool).
- Description: A 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal, the Alchemical Homunculus has multiple limbs ending in tools—blades, vials, and fire throwers. Its glowing eyes cast an eerie light as it guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Numenera’s sci-fi-fantasy blend, its alchemical nature tying into the Ninth World’s numenera. Its level 2 stats make it a minor threat, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks. The interaction mechanic encourages players to seek the amulet, reflecting Cypher’s focus on discovery and problem-solving. Its limited attack uses balance its versatility.
Pathfinder (2nd Edition): In Pathfinder 2nd Edition, the Alchemical Homunculus is a level 1 construct guarding the Forsaken Alchemist’s Abode, a dungeon of ancient alchemy. It’s a minor challenge for a party of level 1-2 characters, with versatile attacks.
Alchemical Homunculus
- Tiny Construct, Neutral
- Perception +4; darkvision
- Languages Understands Common (cannot speak)
- Skills Arcana +3, Perception +4, Stealth +5
- Str +2, Dex +1, Con +2, Int +0, Wis -1, Cha -2
- AC 15; Fort +6, Ref +5, Will +1
- 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
- Melee [one-action] Claw Slash +6 (finesse), Damage 1d4+2 slashing
- Ranged [one-action] Acidic Vial +5 (range 20 feet), Damage 1d6+2 acid (limited to 3 uses)
- Ranged [two-actions] Alchemical Fire Thrower (range 15-foot cone), Effect Each creature in the area must succeed on a DC 13 Reflex save or take 1d6+2 fire damage (half on a success). Limited to 2 uses.
- Loyal Guardian The Homunculus obeys the holder of its activation amulet (requires a DC 15 Arcana check to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs The Homunculus can switch between its attacks as a free action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Pathfinder’s high-fantasy setting as a small construct with versatile attacks. Its level 1 stats make it a minor encounter, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied combat options. Loyal Guardian encourages non-combat interaction, aligning with Pathfinder’s focus on skill use and roleplay. Its limited attack uses and low HP balance its versatility, making it a fitting low-level challenge.
Savage Worlds (Adventure Edition): In Savage Worlds, the Alchemical Homunculus is a small construct guarding the Forsaken Alchemist’s Abode, a mystical workshop in a high-magic setting. It’s a minor threat for a party of Novice characters, with mechanics that emphasize its versatility.
Alchemical Homunculus
- Attributes Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
- Skills Fighting d6, Notice d6, Occult d4, Stealth d8
- Pace 6; Parry 5; Toughness 5 (1)
- 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.
- Armor +1: Enchanted metal plating.
- Claw Slash: Str+d4 damage.
- Acidic Vial: Shooting d6, 5/10/20, 2d4 damage (acid). Limited to 3 uses.
- Alchemical Fire Thrower: Cone Template, 2d6 damage (fire). Targets can make an Agility roll at -2 to take half damage. Limited to 2 uses.
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (Persuasion or Occult roll at -2 to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a free action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Gear: None (its tools can be salvaged as alchemical reagents, worth 50 gold).
- Description: A 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal, the Alchemical Homunculus has multiple limbs ending in tools—blades, vials, and fire throwers. Its glowing eyes cast an eerie light as it guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Savage Worlds’ fast-paced, pulpy style as a small but versatile construct. Its stats make it a minor threat, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks, encouraging players to manage positioning. Loyal Guardian allows non-combat solutions, fitting the system’s focus on dynamic encounters. Its limited attack uses and low Toughness balance its versatility, making it a fitting low-level challenge.
Shadowrun (6th Edition): In Shadowrun, the Alchemical Homunculus is a small, alchemical construct guarding the Forsaken Alchemist’s Abode, a hidden magical site in the Sixth World. It blends ancient alchemy with modern tech, serving as a minor threat for a runner team.
Alchemical Homunculus
- (Professional Rating 1)
- Attributes: Body 3 | Agility 4 | Reaction 4 | Strength 3 | Charisma 1 | Intuition 3 | Logic 3 | Willpower 2 | Edge 2 | Essence 0 | Magic 2 | Initiative 7 + 1d6
- Skills: Close Combat 4, Perception 4, Stealth 5, Alchemy 3
- 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
- Claw Slash: 3S, Attack Rating 6, Close range (Close Combat + Agility).
- Acidic Vial: 4S, Attack Rating 5, Near range (Alchemy + Magic, range 5/10/20 meters). Limited to 3 uses.
- Alchemical Fire Thrower: 4S, Attack Rating 4, Near range (Alchemy + Magic, cone 5 meters, targets must succeed on a Reaction + Agility test, threshold 2, or take full damage, half on success). Limited to 2 uses.
- Defenses
- Defense Rating 6 (Body 3 + Armor 3, adjusted for Small)
- Damage Resistance 5 (Body 3 + Armor 3, adjusted for Small)
- Special Abilities
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (requires a Logic + Alchemy test, threshold 3, to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a Minor Action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Construct Nature: Immune to effects that target living minds (e.g., fear, stun). It can be repaired with a Logic + Engineering test (threshold 2, 1D4 damage per hour).
- Gear
- Enchanted Metal Plating (Armor 3, integrated into its body)
- Alchemical Reagents (can be looted, 2 doses worth 200¥ each, grants +2 dice to Alchemy tests for 1 hour).
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Shadowrun’s cyberpunk-fantasy blend as a small construct in a hidden alchemical site. Its Professional Rating 1 makes it a minor threat, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks. Loyal Guardian allows runners to control it, encouraging non-combat solutions like Alchemy or hacking. Its limited attack uses and low stats balance its versatility, fitting the system’s focus on tactical runs.
Starfinder (1st Edition): In Starfinder, the Alchemical Homunculus is a CR 1 construct guarding the Forsaken Alchemist’s Abode, a derelict space station or planetary ruin filled with ancient alchemical tech. It’s a minor challenge for a party of level 1-2 characters.
Alchemical Homunculus
- CR 1
- Tiny Construct (Magical, Technological)
- XP 400
- Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +5
- Defense
- HP 20
- EAC 11; KAC 13
- Fort +3; Ref +1; Will -1
- 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.
- Melee Claw Slash +4 (1d4+2 S)
- Ranged Acidic Vial +3 (1d6+1 A, range 20 ft., limited to 3 uses)
- Ranged Alchemical Fire Thrower +3 (1d6+1 F, 15-ft. cone, DC 11 Reflex half, limited to 2 uses)
- Statistics: Str +1; Dex +1; Con —; Int +0; Wis -1; Cha -2
- Skills Perception +5, Stealth +7
- Languages Understands Common (cannot speak)
- Other Abilities Loyal Guardian, Multi-Tool Limbs
- Special Abilities
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (requires a DC 15 Mysticism check to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a free action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Construct Nature: The Homunculus does not require air, food, drink, or sleep. It can be repaired with a DC 15 Engineering check (1d4 HP per hour).
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Starfinder’s sci-fi-fantasy setting as a hybrid construct in a forgotten ruin. Its CR 1 stats make it a minor challenge, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks. Loyal Guardian encourages non-combat interaction, allowing players to control it with Mysticism. Its limited attack uses and low HP balance its versatility, fitting the system’s focus on tactical combat and exploration.
Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Alchemical Homunculus is a small robotic construct guarding the Forsaken Alchemist’s Abode, an ancient alien ruin on a frontier world. It blends advanced tech with alchemical mysticism, serving as a minor threat for a party of adventurers.
Alchemical Homunculus
- (Robot)
- Hull 1 (equivalent to 10 HP)
- Armor 2 (enchanted metal)
- 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 Melee Combat (Unarmed) 1, Stealth 2, Science (Alchemy) 1, Recon 1
- Attacks
- Claw Slash: Melee Combat (Unarmed) 1, 1d6 damage.
- Acidic Vial: Ranged Combat (Thrown) 1, 2d6 damage (acid, range 5/10/20 meters). Limited to 3 uses.
- Alchemical Fire Thrower: Ranged Combat (Energy) 1, 2d6 damage (fire, cone 5 meters, targets can make a Difficult (10+) Dexterity check to take half damage). Limited to 2 uses.
- Special Abilities
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (requires a Difficult (10+) Science (Alchemy) or Persuade check to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a minor action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Construct Nature: Immune to effects that age or target living minds. It can be repaired with a Difficult (10+) Mechanics check (1D6 damage per hour).
- Gear
- Enchanted Metal Plating (Armor 2)
- Alchemical Reagents (can be salvaged, worth Cr300, grants +2 DM to Science (Alchemy) checks for 1 hour).
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits Traveller’s sci-fi setting as a robotic construct in an alien ruin. Its stats make it a minor threat, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks. Loyal Guardian allows non-combat interaction, encouraging players to use skills like Science or Persuade. Its limited attack uses and low Hull balance its versatility, fitting Traveller’s focus on exploration and problem-solving.
Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Alchemical Homunculus is a small construct guarding the Forsaken Alchemist’s Abode, a ruined alchemical workshop in the Old World. It’s a minor foe for a party of 1st-2nd tier characters, blending magic and machinery in a grimdark setting.
Alchemical Homunculus
- (Construct)
- M 5 | WS 35 | BS 30 | S 30 | T 30 | I 30 | Ag 40 | Dex 35 | Int 30 | WP 20 | Fel 10 | W 6
- Traits
- Construct (immune to Fear, Terror, poison, disease, and effects targeting living minds; does not heal naturally)
- Armor 1 (enchanted metal)
- Small (gains +10 to hit larger targets, but takes a -10 penalty to be hit)
- Skills Perception 40, Stealth 50, Lore (Alchemy) 40
- Talents None
- Attacks
- Claw Slash: Melee (Basic) 35, 4 damage (SB 3 + 1).
- Acidic Vial: Ranged (Thrown) 30, 5 damage (acid, range 5/10/20 yards, ignores Armor Points). Limited to 3 uses.
- Alchemical Fire Thrower: Ranged (Energy) 30, 5 damage (fire, cone 5 yards, targets can make a Challenging (+0) Dodge test to take half damage). Limited to 2 uses.
- Special Rules
- Loyal Guardian: The Homunculus obeys the holder of its activation amulet (requires a Challenging (+0) Lore (Alchemy) or Charm test to command without the amulet). It will protect the Forsaken Alchemist’s Abode unless commanded otherwise.
- Multi-Tool Limbs: The Homunculus can switch between its attacks as a free action, but its ranged attacks have limited uses (3 vials, 2 fire charges).
- Construct Nature: Immune to effects that target living minds. It can be repaired with a Challenging (+0) Trade (Tinker) test (1D4 Wounds per hour).
- Trappings: Alchemical Reagents (can be looted, worth 5 gc, grants +10 to Lore (Alchemy) tests for 1 hour).
- Description: The Alchemical Homunculus is a 2-foot-tall, humanoid construct of stitched animal parts and enchanted metal. Its multiple limbs end in tools—blades, vials, and fire throwers—and its glowing eyes cast an eerie light. It guards the lab with mechanical precision.
- Gameplay Notes: The Homunculus fits WFRP’s grimdark fantasy as a small construct in a ruined workshop. Its stats make it a minor foe, with Claw Slash, Acidic Vial, and Alchemical Fire Thrower offering varied attacks. Loyal Guardian encourages non-combat interaction, fitting the system’s focus on roleplay and investigation. Its limited attack uses and low Wounds balance its versatility, making it a fitting low-tier challenge in the Old World.

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