Tiny Construct, Neutral
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 5)
Speed 10 ft., Fly 60 ft.
STR
6 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +4
Skills Perception +5, Stealth +5
Damage Resistances Damage from Spells
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 15
Languages understands the languages you speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).

Flyby. The clockwork owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The clockwork owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

 
Actions

Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage.

Oil Spray. Ranged Weapon Attack: +5 to hit, range (10/20). Hit: 4 (1d6 + 1) fire damage, and the target must succeed on a DC 13 Reflex saving throw or be blind for its next three turns. If the saving throw is successful, the target is blind until the end of its next turn.

 

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Description

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

Phantom_Wolf