FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6"/18"
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Bite causes
sleep
SPECIAL DEFENSES: Saves at
level of its creator
MAGIC RESISTANCE: See below
INTELLIGENCE: See below
ALIGNMENT: See below
SIZE: S (1 1/2')
LEVEL/X.P. VALUE: III | 81
+ 2
This creature is created and animated through a special process by a magic-user and an alchemist (described hereafter).
-
The homonculous travels on
its hind legs or by flying.
Its bite causes 1-3 points
of damage, and forces the victim to save versus magic or fall into a comatose
sleep which lasts for 5-30 minutes.
The creature makes all of
its saving throws at the same level as its creator.
Although the homonculous
cannot speak, it knows what the magic-user knows, and the latter is able
to see and hear through the creature's eyes and ears.
There is a telepathic link
between
the magic-user and his creature,
and the homonculous can be controlled
up to 48" away from its master.
It will never willingly pass from this
maximum range. If the homonculous
is killed the magic-user immediately
suffers 2-20 points of damage.
When a homonculous is desired
the magic-user must hire an alchemist,
and the latter will require
from 1-4 weeks to create fluids for forming the
creature. This will cost
1 pint of the magic-user's blood and 500-2,000 gold
pieces. The magic-user must
then cast a mending spell, a mirror image,
and a wizard eye upon the
fluid to form the homonculous.
Description: When
the homonculous is finished it will be man-like in form,
about 18' tall, have a greenish,
reptilian skin, leathery wings, and a bat-
like mouth with teeth passing
on a venom which causes sleep unless the
party bitten saves vs. magic.
Homonculous
creation
by Ed Greenwood
Being A Recipe, Most Complete
And
Correct, Prepared By The
Willing And
Allied Hands Of The Grand
Alchemist
Of Neverwinter, Askrim "the
Bold," And
The Wizard Dauntus, Seneschal
of
Silverymoon: The Making Of
A Homonculous.
Firstly, an acidic base of
water into
which is crushed a thousand
thousand
ants, and out of which is
strained the
insect remains, is prepared
in a black
iron cauldron.
Secondly, the following herbs
must
be crushed and powdered together
in a
separate vessel: an acorn,
and a whole
plant or large leaf each
of balmony,
birthwort, fennel, and ginseng.
Thirdly, a brass brazier must
be lit,
stoked with charcoal, and
over the flames
must be cast a handful of
rose petals,
incense, and a pinch of fine
sand.
The cauldron of acid must
now be
placed on the brazier and
heated.
Straightaway, ere it comes
to the boil,
the powdered herbs must be
stirred
into it (mind that a dipper
or ladle of
wood and not metal is used),
and the
following ingredients must
also be
introduced into it, in the
order given:
the whole skin of any reptile
(size is
unimportant, so long as the
skin is
whole), a human eye, the
brain of a
mind flayer, the wings of
a bat, and the
mouthparts or whole head
of a vampiric
bat. These may be agitated
and
stirred as necessary--they
must be
wholly dissolved ere the
mixture comes
to a boil.
As the mixture begins to bubble
in
earnest, the magic-user shall
let fresh
blood
from his own body into a vessel
by means of an incision,
and one pint
exactly must be added to
the pot.
The alchemist then must tend
the
mixture constantly, allowing
the brazier
to burn out and the mixture
slowly
cool. When the side of the
cauldron is
no warmer than the room,
the mixture
may be covered (tightly,
with stretched
and tarred hide sealed with
wax, to
keep the air out) and left
undisturbed
for 1-4 weeks. When it is
adjudged
ready (by the smell of the
seal, which
should be sharply spicy)
by the alchemist,
the mixture shall be uncovered
and put once more over a
brazier with
charcoal and incense.
As it heats, the
magick-user must cast a
mending
spell
upon the fluid, then a mirror
image,
and then a wizard
eye. He must then
remain within the presence
of the cauldron,
or at least within the future
radius
of control of the creature
(48"), as
the mixture is heated to
a boil. The
alchemist shall then stoke
the fires hotter,
and when much of the fluid
is
boiled away, the completed
homonculous
will be revealed in the cauldron.
When it has cooled (the vapors
from the
cauldron passing away), the
magic-user
must touch it. It will then
be animate,
and will survive (barring
physical
attack or misfortune) until
the death of
the magic-user, whereupon
it will dissolve
into boiling vapor and pass
into
nothingness. If it should
die first and
the magic-user survive its
death, he
must guard and hide its corpse
well, for
whatever is done to the carcass
shall
happen also to the spell
caster--the
remains should not be burned
save the
caster has magics to protect
against
fire. Remember too, that
it can see in
the darkness where one cannot,
and
can guard while one sleeps,
waking one
at the approach of any creature.
- Briel's
Book of Shadows +