3.5 Geeks: Homebrew Spell: Greater Eldritch Homunculus
...and with Strange Aeons even Death may die. -The Necronomicon.
5th-level conjuration
Casting Time: 10 minutes (ritual casting: 20 minutes)
Range: 30 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock
You summon a spirit that becomes a undead construct that assumes the form of an unusually intelligent, strong, and loyal creature, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the construct takes on one of two forms-- a smaller, winged familiar form (traditionally a bat or a raven, though not necessarily) or a larger, flying, amphibious mount form (traditionally a Flying Giant Octopus, but not necessarily) --both of which are aesthetically influenced by the nature of the warlock’s patron. The construct has the statistics below in its individual forms regardless of their external appearances, and it is an undead construct and a planar subtype influenced by the otherworldly patron (celestial, fey, fiend, et cetera) instead of that form’s normal type. Additionally, it gains the ability to understand one language of your choice that you speak.
It has darkvision and blindsight to 60 feet.
The construct is always true neutral, regardless of its otherworldly subtype or the creature whose form it takes.
As an action, you can command your construct to switch from the mount form to the familiar form or back again.
When in mount form, both in combat and out, you have an instinctive bond with it that allows you to act as a seamless unit. While mounted thereupon, you can make any spell you cast that targets only you also target your mount. When you are not mounted upon it, it counts as an independent mount, it can make its own attacks as denoted below, and those attacks count as magical for purposes of overcoming damage resistances and immunities.
Your construct can’t attack in familiar form, but it can take other actions as normal.
While your construct is within 1 mile of you, you can communicate with it telepathically.
Additionally, you can use an action to see through your contructs’s eyes and hear what it hears until the start of your next turn, retaining the benefits of any special senses that the familiar has (e.g., darkvision or blindsight). During this time, you are deaf and blind with regard to your own senses.
Because it is an undead construct, essentially a construct crafted out of zombified flesh, it is immune to poison or the poisoned condition. It is also immune to fear effects or the frightened condition. It cannot be healed by cure wounds spells or healing potions, but it can be repaired by repair spells or “patched up” with necromantic spells that reverse decay, such as gentle repose. It does not require food, drink, air, or sleep. Mending restores 10 hp plus the caster’s spellcasting modifier.
It is vulnerable to radiant damage.
When the construct drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your construct at any time as an action, causing it to disappear. In either case, casting this spell again summons the same construct, restored to its hit point maximum.
If it changes to mount form from familiar form when wounded, the hit points lost from its familiar form are also subtracted from its maximum in mount form; the wound carries over. If it switches from mount form to familiar form when injured, it also carries the wound over, subtracting those lost hit points from the familiar form’s maximum, and if this reduces the eldritch homunculus to 0 hit points it will disappear as if slain.
You can’t have more than one construct bonded by this spell at a time. As an action, you can release the construct from its bond at any time, causing it to disappear.
Greater Eldritch Homunculus (familiar form)
Tiny undead construct, planar subtype depending on otherworldly patron, neutral
Armor Class 12 (Natural Armor)
Hit Points 1 (1d4-1)
Speed 5 ft., fly 40 ft.
STR 2 (-4)
DEX 15 (+2)
CON 8 (-1)
INT 2 (-4)
WIS 12 (+1)
CHA 4 (-3)
Senses: Blindsight 60 Ft., Darkvision 60 Ft., passive Perception 11
Greater Eldritch Homunculus (mount form)
Large undead construct, planar subtype depending on otherworldly patron, neutral
Armor Class 13 (Natural Armor)
Hit Points 52 (8d10 + 8)
Speed 60 ft., swim 60 ft., fly 80 ft.
STR 17 (+3)
DEX 13 (+1)
CON 13 (+1)
INT 4 (-3)
WIS 10 (+0)
CHA 4 (-3)
Senses: Blindsight 60 Ft., Darkvision 60 Ft., passive Perception 14
Skills: Perception +4, Stealth +5
Underwater Camouflage. The homunculus has advantage on Dexterity (Stealth) checks made while underwater.
Actions:
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) magical bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the homunculus can't use its tentacles on another target. (If the mount form’s chosen appearance does not typically have tentacles, it will instantly sprout them or retract them as need be for the purposes of this action.)
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the homunculus. The area is heavily obscured for 1 minute, although a significant wind or current can disperse the ink. After releasing the ink, the homunculus can use the Dash action as a bonus action.
In both forms:
Languages: Understands One Language Of Its Master But Can't Speak
Damage Immunities: Poison
Damage Vulnerabilities: Radiant
Condition Immunities: Poisoned, Frightened
Echolocation. The construct can't use its blindsight while deafened.
Breathless. The homunculus does not need to breathe.
Keen Hearing. The construct has advantage on Wisdom (Perception) checks that rely on hearing.
Telepathic Bond. While the eldritch homunculus is within a mile of its master, the two can communicate telepathically, and it can for one turn relay its sensory information to its master.












