Blood Lord

Summary
For most, the difference between different forms of Necromancy is pointless and academic. A few scholars, however, understand the dreadful truth so many would prefer be left unstated, and lose many hours of sleep to that dread. There are, of course, those Wizards that study necromancy, and the death priests that do much the same... but there are also Blood Lords, scions of the dark magics of Urnox that first gave rise to the Black Kingdom of Ur, and then the ascension of the Goddess of Blood, the Scarlet Queen. Though they study the arcane much like Necromancer Wizards, Blood Lords channel this profane magic with single-minded fervor for one purpose - to bring death, and form it into a twisted mockery of life. It is with this power that the Scarlet Queen's disciples rule Urnox, and, through its practice, corrupt the world of the living until all creation falls under the banner of the black rose.

Game Rule Information
Abilities: Intelligence is the single most valuable resource for Blood Lords, as it enhances the effectiveness of their spells and special powers. A high Charisma increases the power of their Dark Homunculus, while a high Constitution improves a Blood Lord's ability to survive the onslaught of those that would purge them from existence.

Alignment: Any non-good. Neutral Blood Lords are extremely rare, and each is almost by definition a redeemed villain of one form or another only moments away from slipping back into their evil ways.

Hit Die: d6

Class Skills
Blood Lord class skills (and key abilities for each) are Appraise (Int), Bluff (Cha), Craft (any)(Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (religion)(Int), Profession (Wis), and Spellcraft (Int).

Skill Points per Level: 2+Int Modifier

Starting Wealth: 2d6 x 10 gp

Blood Lord Class Features
Weapon and Armor Proficiency: Blood Lords gain proficiency with all simple weapons, but not with any armor or shields. Armor interferes with a Blood Lord's movements, which can cause their spells with somatic components to fail.

Spellcasting: A Blood Lord casts arcane spells drawn from the Sorcerer/Wizard spell list, but the Blood Lord treats all spells of 1st-level or greater in the same manner a specialist Wizard treats spells from their opposition schools, with the sole exception of spells from the Necromancy school. Like a specialist Wizard, a Blood Lord who prepares spells from opposition schools must use two spell slots of that level to prepare the spell. In addition, a Blood Lord takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from any opposition schools as a prerequisite. A Blood Lord must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the Blood Lord must have an Intelligence score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a Blood Lord's spell is 10 + the spell's level + the Blood Lord's Intelligence modifier.

A Blood Lord can cast only a certain number of spells of each spell level per day. The Blood Lord's base daily spell allotment is given on the table above. In addition, the Blood Lord receives bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A Blood Lord may know any number of spells. The Blood Lord must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the Blood Lord decides which spells to prepare.

Spellbooks: A Blood Lord must study their spellbook each day to prepare his or her spells. The Blood Lord cannot prepare any spell not recorded in their spellbook, except for read magic, which all Blood Lords can prepare from memory.

A Blood Lord begins play with a spellbook containing all 0-level Wizard spells (this is the only exception to the Blood Lord's restriction on which schools of magic they may use) plus three 1st-level spells of their choice from the Necromancy school. The Blood Lord also selects a number of additional 1st-level spells of the Necromancy school equal to their Intelligence modifier to add to the spellbook. At each new Blood Lord level, the Blood Lord gains two new spells of any spell level or levels that they can cast (based on their new Blood Lord level) for his or her spellbook. At any time, a Blood Lord can also add spells found in other Blood Lords' or Wizards' spellbooks to their own.

Dark Homunculus: At 1st level, the Blood Lord separates themselves from Wizards by draining some of their blood to animate a creature known as a Dark Homunculus. Unlike the far more benign constructs created by some arcanists, the Dark Homunculus is an Undead creature tied directly to the Blood Lord's spirit. The Dark Homunculus is a faithful companion to the Blood Lord that obeys its master without question, and which grows more powerful as the Blood Lord's own power increases through experience levels.

When created, a Dark Homunculus has a particular form, decided upon by the Blood Lord at the time of creation. Each form has its own traits and statistics, given below. Once chosen, the choice of form cannot be changed without replacing the Dark Homunculus entirely.

A slain or unwanted Dark Homunculus can be replaced through the use of a corpse, 100 gold pieces worth of onyx, an hour long ritual, and a blood sacrifice that inflicts 2d4 Constitution damage to the Blood Lord. At the end of the ritual, the corpse is animated as the Dark Homunculus. The corpse to be used cannot have more Hit Dice than the Blood Lord's class level plus Intelligence modifier; however, the corpse loses its racial Hit Dice and normal racial powers and natural weapons and other statistics while animated as a Dark Homunculus - there is no difference between a Human corpse and a dragon's corpse except for shape and size when used by a Blood Lord for a Dark Homunculus. The only mechanical feature retained by the corpse is its size category.

Although similar in many respects to a Druid's Animal Companion, a Dark Homunculus is a profane and unnatural creature, created rather than befriended and powered by the Blood Lord's spirit rather than one of its own. As such, the Dark Homunculus uses the Blood Lord's Charisma score as its own for determining its statistics.

Unlike an Animal Companion, the size of a Dark Homunculus depends upon the corpse from which it is created. Modify a Dark Homunculus's statistics based on the size of the corpse used in its creation; the statistics given for natural weapon damage assume a Medium Dark Homunculus.

For special abilities acquired through Magic of the Blood (see below), the Dark Homunculus uses the Blood Lord's Charisma score instead of Intelligence for determining the save DC of any effects.

Refer to "Creating A Dark Homunculus" below for the rules and standard traits of a Dark Homunculus.

Draining Touch (Sp): A Blood Lord has the fearsome ability to drain the life force of other living creatures with merely a touch. As a standard action that provokes an attack of opportunity, the Blood Lord can make a touch attack with their Draining Touch. If the attack hits, the Blood Lord inflicts the indicated amount of damage using Negative Energy. If the attack inflicts damage upon the victim, the Blood Lord heals one-half the amount of damage inflicted. The Blood Lord can use Draining Touch at will, but never more than once per round.

As the Blood Lord gains levels, their Draining Touch ability becomes more potent. The Blood Lord adds one-half their class level to the total damage done with Draining Touch, in addition to the gradually increasing base damage of the ability.

Magic of the Blood: At 2nd level and every even-numbered level thereafter, the Blood Lord gains a profane insight into the necromantic arts. The Blood Lord may select any ability from the following list as a permanent power. Once chosen, the Blood Lord cannot change the selected ability. Unless noted otherwise, the Blood Lord can select a given power only once.

Cruel Homunculus: The Blood Lord's Dark Homunculus treats all of their natural weapons as though under the effects of the Improved Natural Attack feat. The benefits of this ability stack with that feat.

Decay: The Blood Lord's body begins rotting from the inside-out, but takes on the unnatural resilience of the Undead. The Blood Lord gains DR 1/magic for each instance of Magic of the Blood the Blood Lord possesses.

Draining Siphon: The Blood Lord can use their Draining Touch as a ranged touch attack with a maximum range of five feet per class level.

Draining Homunculus: The Blood Lord's Dark Homunculus can use the Blood Lord's Draining Touch. The Blood Lord's Dark Homunculus does not benefit from other powers that modify the Blood Lord's Draining Touch unless the power specifically does so.

Dread Enlightenment: The Blood Lord gains a bonus metamagic feat instead of a necromantic power.

Evolved Homunculus: The Blood Lord's Dark Homunculus gains an Evolution point, which can be spent on any of the options available to a Summoner's Eidolon. This power can be selected multiple times; each time you do, the Dark Homunculus gains an additional Evolution point, and the Blood Lord can reassign all available Evolution points. You may also reassign Evolution points when replacing your Dark Homunculus. Most corpses are treated as Bipeds for determining possible evolutions, but unusual corpses used for a Dark Homunculus can be treated as either Quadrupeds, Serpentine, or Aquatic with GM approval; the Dark Homunculus is treated as already having the Undead Appearance evolution for the purposes of other evolution requirements.

Foul Understanding: Select a school of magic other than Necromancy. The Blood Lord no longer treats this school in the same manner as a specialist Wizard treats opposition schools.

Necrosis: The Blood Lord gains a +1 bonus on saves against sleep, paralysis, stunning, poison, and disease. This bonus increases by 1 for each instance of Magic of the Blood the Blood Lord possesses.

Paralytic Homunculus: The Blood Lord's Dark Homunculus can paralyze creatures for 1d4 rounds with its natural attacks. Creatures struck by the Dark Homunculus's natural weapons must make a Fortitude save (DC 10 + 1/2 HD + Cha modifier) to negate the paralysis.

Pestilent Homunculus: The Blood Lord's Dark Homunculus can use the Blood Lord's Pox ability. The Blood Lord must have selected the Draining Homunculus and Pox powers before choosing Pestilent Homunculus.

Pox: The Blood Lord can use their Draining Touch ability to inflict disease upon others. The Blood Lord can choose to use their Draining Touch to deliver an effect identical to the contagion spell, using the Blood Lord's class level as the spell's casting level but using the Draining Touch's range. When used in this manner, the Blood Lord's Draining Touch does not inflict damage. The effects of Pox can be resisted with a Fortitude save with a DC of 10 + 1/2 class level + Int modifier.

Vampiric Grasp: The Blood Lord can exceed their normal maximum hit points when healing with their Draining Touch ability. Excess hit points gained are treated as temporary hit points that last for a maximum of 24 hours. The Blood Lord cannot have more temporary hit points than their normal maximum hit points.

Vampiric Homunculus: The Blood Lord's Dark Homunculus benefits from the Blood Lord's Vampiric Grasp power. The Blood Lord must have selected the Draining Homunculus and Vampiric Grasp powers before choosing Vampiric Homunculus.

Animate Corpse (Sp): At 3rd level, the Blood Lord gains the ability to animate dead creatures to do their bidding. The Blood Lord can use lesser animate dead as a spell-like ability, usable a number of times per day equal to 3 + Intelligence modifier.

The Blood Lord can control a maximum number of Hit Dice of Undead creatures equal to their class level multiplied by the sum of 4 plus Intelligence modifier.

Fearful Aura (Su): At 5th level, the Blood Lord radiates an aura of fear with a radius of 5 feet, plus an additional 5 feet per 5 class levels gained thereafter (10 feet at 10th, 15 feet at 15th, and 20 feet at 20th). Enemies in the area must succeed on a Will save (DC 10 + 1/2 class level + Cha modifier) or become shaken. Creatures who successfully save are immune to the Blood Lord's aura for 24 hours. The Blood Lord can suppress or resume the aura as a free action.

Lord of Death: At 7th level, the Blood Lord gains the benefits of the Leadership feat, but its benefits apply only to sentient Undead creatures, using their CR instead of level for determining which creatures can be controlled. The Blood Lord does not gain a cohort with this ability. The benefits of Lord of Death stack with those of Leadership.

Death Mastery: At 9th level, any Undead creatures created by the Blood Lord gain an enhancement bonus to Strength and Dexterity equal to one-half the Blood Lord's class level, and half this amount as additional hit points per Hit Die.

In addition, the Blood Lord targets up to (2 + Int modifier) HD/level of Undead creatures when using control undead, rather than the 2 HD/level normally granted by the spell.

Advanced Necromancy: At 10th level, the Blood Lord probes the depths of necromancy even further, and more than a few become Undead creatures themselves. The Blood Lord can select one of the following powers in place of a Magic of the Blood ability. Undead templates acquired through Blood Lord abilities do not count towards the Blood Lord's Challenge Rating or level adjustment.

Abominable Thirst: There is no limit to the number of negative levels you can inflict each day. The Blood Lord must have selected the Souleater power before choosing Abominable Thirst.

Cannibalize: The Blood Lord can rip away part of their Dark Homunculus's power to fuel their metamagic feats as a free action made as part of casting a spell. The Blood Lord can inflict a number of negative levels on their Dark Homunculus equal to the spell level modifier; this ability bypasses all immunities, and these negative levels cannot be healed or prevented in any way. When using Cannibalize, the negative levels inflicted on the Dark Homunculus negate the need to increase the spell level of the affected spell. Cannibalize can only be used once per round and can only modify one metamagic feat at a time.

Draining Blast: The Blood Lord can use their Draining Touch ability as a conic burst, with a maximum range of 15 feet; if used in this fashion, the Blood Lord cannot use their Draining Touch for 1d4+1 rounds. Creatures within its area of effect can attempt a Reflex save with a DC of 10 + 1/2 class level + Int modifier for half damage. This power can be selected multiple times; each time it is selected, increase the maximum range of the cone by 15 feet. The Blood Lord must have selected the Draining Siphon power before choosing Draining Blast.

Haunt (Transformation): The Blood Lord is a master of Spirit in the darkest traditions of Ur, and gains the Ghost template, with all the benefits and drawbacks associated with it but substituting class level for Challenge Rating; however, the Blood Lord's Rejuvenation ability only has a 3% chance per class level of working and is ineffective against holy weapons. The Blood Lord cannot select any other Transformation powers upon selecting Haunt, nor can the Blood Lord already have an Undead template.

Homunculus Hunger: The Blood Lord's Dark Homunculus gains the benefit of the Blood Lord's Souleater ability and Magic of the Blood abilities that modify Souleater. The Blood Lord must have the Draining Homunculus and Souleater powers to select Homunculus Hunger.

Hungering Blows: The Blood Lord's Dark Homunculus inflicts negative levels from the Souleater ability with its natural attacks, but cannot inflict more than one negative level per round (or two if the Blood Lord has the Profane Thirst power). The Blood Lord must have the Homunculus Hunger power to select Hungering Blows.

Lichdom (Transformation): The Blood Lord is a master of Bone in the darkest traditions of Ur, and gains the Lich template, with all the benefits and drawbacks associated with it. The Blood Lord cannot select any other Transformation powers upon selecting Lichdom, nor can the Blood Lord already have an Undead template.

Magic of Ur: Select a school of magic other than Necromancy. The Blood Lord no longer treats this school in the same manner as a specialist Wizard treats opposition schools. The Blood Lord must have selected the Foul Understanding power before choosing Magic of Ur. Magic of Ur can be taken a maximum of two times; each time, its effects apply to a different school of magic.

Monstrosity: The Blood Lord's Dark Homunculus gains four additional Evolution points. The Blood Lord must have selected the Evolved Homunculus power before choosing Monstrosity. Points gained from the Monstrosity ability can be reassigned under the same conditions as those acquired from the Evolved Homunculus power.

Mummification (Transformation): The Blood Lord is a master at blending the various necromantic disciplines of Ur and gains the Mummified template, with all the benefits and drawbacks associated with it. The Blood Lord cannot select any other Transformation powers upon selecting Mummification, nor can the Blood Lord already have an Undead template.

Possess Homunculus: The Blood Lord gains the ability to mentally possess their Dark Homunculus as a full-round action. This ability allows the Blood Lord to assume complete control over their Dark Homunculus over any distance on the same plane, but leaves the Blood Lord's own body helpless wherever it is left. The Blood Lord can possess their Dark Homunculus for as long as they wish, but their own body continues to require food, air, and water as normal - it is not entirely unknown for some Blood Lords to expire because they spent too long possessing their Dark Homunculus.

Profane Thirst: The Blood Lord inflicts an additional negative level when using Draining Touch (for a total of two negative levels at once), to a maximum number of negative levels per day equal to their class level. The Blood Lord must have selected the Souleater power before choosing Profane Thirst.

Souleater: The Blood Lord inflicts a negative level when using Draining Touch, in addition to its other effects. The Blood Lord cannot inflict more negative levels per day with Draining Touch than one-half their class level.

Ur-Haunt: The Blood Lord masters the darkest spirit magics of the Black Kingdom of Ur. The Blood Lord's Rejuvenation ability automatically works except against holy weapons, in which case the Blood Lord has a 50% chance to rejuvenate. The Blood Lord treats all items they wish to manipulate as though they had the ghost touch property; use the Blood Lord's Charisma score for determining carrying capacity and manipulation abilities.

Ur-Lichdom: The Blood Lord masters the darkest bone magics of the Black Kingdom of Ur. The Blood Lord's damage reduction from the Lich template changes to DR 15/bludgeoning and good, and the Blood Lord can craft a replacement phylactery (valued at half cost) if the original is destroyed, provided that the Blood Lord isn't destroyed while its phylactery is destroyed.

Ur-Mummification: The Blood Lord masters the darkest necromantic arts of lands beyond the Black Kingdom of Ur. The Blood Lord replaces the benefits of the Mummified template with the benefits of the Mummy Lord template.

Ur-Vampirism: The Blood Lord masters the darkest blood magics of the Black Kingdom of Ur. The Blood Lord loses all Vampire weaknesses. However, the Blood Lord loses access to all of their Vampire abilities if exposed to sunlight until they rest within a coffin filled with soil from their homeland. The Blood Lord must have the Vampirism power to select Ur Vampirism.

Vampirism (Transformation): The Blood Lord is a master of Blood in the darkest traditions of Ur, and gains the Vampire template, with all the benefits and drawbacks associated with it. The Blood Lord cannot select any other Transformation powers upon selecting Vampirism, nor can the Blood Lord already have an Undead template.

Army of Darkness: At 11th level, the Blood Lord doubles the number of creatures they can command with their Lord of Death ability.

Master Necromancy: At 20th level, the Blood Lord's command of necromancy is so powerful that few creatures can withstand their magics. All Necromancy spells cast by the Blood Lord are treated as though under the effects of the Persistent Spell metamagic feat without using a higher level spell slot, causing all Necromancy spells to require two successful saving throws to resist. If the Blood Lord modifies a Necromancy spell with Persistent Spell, creatures still make two saves, but the second save has a +2 DC; this stacks with Spell Focus.

Creating A Dark Homunculus
When creating a Dark Homunculus, refer to these rules below. A Dark Homunculus's abilities are determined the Blood Lord's level and its Undead racial traits. Class Level: This is the character's Blood Lord level. The Blood Lord's class levels stack with levels of any other classes that are entitled to a Dark Homunculus for the purpose of determining the companion's statistics.

HD: This is the total number of eight-sided (d8) Hit Dice the Dark Homunculus possesses, each of which gains a Charisma modifier, as normal for Undead.

BAB: This is the Dark Homunculus's base attack bonus. A Dark Homunculus's base attack bonus is the same as that of a Rogue of a level equal to the Dark Homunculus's HD. Dark Homunculi do not gain additional attacks using their natural weapons for a high base attack bonus, but they may gain extra attacks with any manufactured weapons they wield.

Fort/Ref/Will: These are the Dark Homunculus's base saving throw bonuses. A Dark Homunculus has good Will saves.

Skills: Unlike an Animal Companion, a Dark Homunculus has an Intelligence score of 3 or higher, and thus can learn any skill using the standard Undead traits, which grant 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for Dark Homunculi: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Feats: This is the total number of feats possessed by a Dark Homunculus. Dark Homunculi can select any feat for which they qualify for, both standard feats and monstrous feats.

Natural Armor Bonus: The number noted here is an improvement to the Dark Homunculus's existing natural armor bonus.

Str/Dex Bonus: Add this modifier to the Dark Homunculus's Strength and Dexterity scores.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

Share Spells (Ex): The Blood Lord may cast a spell with a target of “You” on their Dark Homunculus (as a spell with a range of touch) instead of on themself. A Blood Lord may cast spells on their Dark Homunculus even if the spells normally do not affect creatures of the creature's type (Undead). Spells cast in this way must come from a class that grants a Dark Homunculus. This ability does not allow the Dark Homunculus to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If a Dark Homunculus is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Channel Resistance (Ex): The Dark Homunculus gains a cumulative +1 bonus to its Channel Resistance bonus on saving throws against Channel Energy and similar effects.

Ability Score Increase (Ex): The Dark Homunculus adds +1 to one of its ability scores.

Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, a Dark Homunculus takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Dark Homunculi Choices
Each Dark Homunculus has different starting sizes, speed, attacks, ability scores, and special qualities. All Dark Homunculus attacks are made using the creature's full base attack bonus unless otherwise noted. Dark Homunculus attacks add the creature's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier; this does not apply to any manufactured weapons used by the Dark Homunculus, in which case it uses normal weapon rules. Some have special abilities, such as scent. See Special Abilities for more information on these abilities. As you gain levels, your Dark Homunculus improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on the table above. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity by 2.

Standard Undead Traits

 * An Undead creature possesses the following traits (unless otherwise noted in a creature's entry).
 * No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
 * Darkvision 60 feet.
 * Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
 * Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
 * Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
 * Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
 * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
 * Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
 * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
 * Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
 * Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.  Dark Homunculi are not proficient with any form of armor.
 * Undead do not breathe, eat, or sleep.

The statistics given for a Dark Homunculus are based upon those for a Medium-size creature. If the Dark Homunculus is created from a creature of a different size category, adjust its statistics as indicated below, going through each step sequentially for each size larger or smaller. For creatures smaller than Medium, reverse the bonuses and penalties indicated and move upwards on the chart by first starting at Medium under the New Size column and using the Old Size entry as the target size to reach.

Blood Homunculus
Starting Statistics: Speed 30 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con --, Int 10, Wis 10, Cha **; Special Qualities Undead traits, Blood Drain, Pass for Living

4th-Level Advancement: AC +2 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2.

Blood Drain (Ex): The Blood Homunculus inflicts 1d4 Constitution drain each round it successfully pins an opponent. The Blood Homunculus heals 5 hit points for each point of Constitution drained in this fashion.

Pass for Living (Ex): The Blood Homunculus gains a +5 racial bonus on Disguise checks to appear as a living creature.

Bone Homunculus
Starting Statistics: Speed 30 ft.; AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 15, Dex 13, Con --, Int 6, Wis 14, Cha **; Special Qualities Undead traits, Bone Fortification.

4th-Level Advancement: AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +4, Dex –2.

Bone Fortification (Ex): The Bone Homunculus has a 50% chance to ignore the effects of sneak attack damage, critical hits, and other forms of precision-based damage.

Mummified Homunculus
Starting Statistics: Speed 20 ft.; AC +3 natural armor; Attack Slam (1d6); Ability Scores Str 15, Dex 8, Con --, Int 6, Wis 12, Cha **; Special Qualities Undead traits.

7th-Level Advancement: AC +1 natural armor; Attack Slam (1d6 plus Curse); Ability Scores Str +2; Special Qualities Cursed.

Cursed: The Mummified Homunculus's Slam attack carries a dangerous curse. Creatures struck by the Mummified Homunculus's Slam attack must make a Fortitude save (DC 10 + 1/2 HD + Cha modifier) or contract a curse that prevents living creatures from benefiting from Conjuration (Healing) spells unless the caster of that spell succeeds at a caster level check (DC 10 + HD).

Spirit Homunculus
Starting Statistics: Speed Fly 30 ft.; AC +0 natural armor; Attack None; Ability Scores Str --, Dex 17, Con --, Int 10, Wis 12, Cha **; Special Qualities Undead traits, Incorporeal, Spirit Armor.

4th-Level Advancement: AC +1 natural armor; Attack Chill Touch (1d4 Cold); Ability Scores Dex –2.

Incorporeal: The Spirit Homunculus has the Incorporeal subtype.

Spirit Armor: The Spirit Homunculus applies its natural armor bonus as a bonus to its Deflection armor bonus instead.

Zombified Homunculus
Starting Statistics: Speed 20 ft.; AC +3 natural armor; Attack Slam (1d6); Ability Scores Str 17, Dex 8, Con --, Int 3, Wis 8, Cha **; Special Qualities Undead traits.

7th-Level Advancement: Speed 30 ft; AC +3 natural armor; Attack Slam (1d8); Ability Scores Str +8, Dex –4; Special Qualities Hard to Kill.

Hard to Kill: The Zombified Homunculus gains a bonus hit point per Hit Die.