CREDITS
Designer: Alexander Gruber Cover and Interior Illustration: Alexander Gruber, all pictures,
Graphic Designer: Alexander Gruber were taken from unsplash.com and altered and composed
Template: Simple Microsoft Word Template by Laura using GIMP
Hirsbrunner
ON THE COVER
Photo by Arno Senoner on Unsplash, altered using GIMP
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
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All other original material in this work is copyright 2021 by Alexander Gruber and published under the Community Content Agreement for Dungeon Masters Guild.
1
TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents............................................................... 2
Professor Pacali’s Pickled Punks ..................................... 3
Homunculus of Envy ........................................................... 3
Homunculus of Blind Fury ................................................ 3
Homunculus of Greed ........................................................ 4
Homunculus of Fear ........................................................... 4
Homunculus of Lust ........................................................... 4
Homunculus of Hatred ...................................................... 4
Homunculus of Sloth ......................................................... 4
2
PROFESSOR PACALI’S PICKLED PUNKS
Pacali hides a personal unsettling secret. During his time as a researcher at the Brautslava Institute in Darkon, Pacali was cursed:
his worst impulses now grow from his body as terrible creatures. He bottles these murderous homunculi and touts them as
“Professor Pacali’s Pickled Punks,” but every now and then one “escapes.”
-Van Richten’s Guide to Ravenloft
I created these stat blocks for a murder mystery, taking place in Ravenloft’s Domain of Dread ‘The Carnival’. As the
Homuculi are no real threat on their own, they usually take the opportunity and assault only when characters are already
engaged in combat with other foes, trying to evoke in their victims the bad emotions and impulses they were created from.
If you like this, you might want to check out my short adventure Murder ín the Mists.
Small monstrosity, chaotic evil Small monstrosity, chaotic evil
Armor Class 10 Armor Class 10
Hit Points 16 (3d8+3) Hit Points 16 (3d8+3)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3) 5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3)
Skills Insight +7, Stealth +2 Skills Insight +7, Stealth +2
Condition Immunities blinded Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 12 Languages -
Languages - Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Detect Mental Weakness. The homunculus can read the
Detect Mental Weakness. The homunculus can read the targets mind to detect mental weaknesses as a bonus action.
targets mind to detect mental weaknesses as a bonus action. Doing so, the homunculus learns the target's saving throw
Doing so, the homunculus learns the target's saving throw bonusses for Intelligence, Wisdom and Charisma, gaining an
bonusses for Intelligence, Wisdom and Charisma, gaining an edge for his Mental Assault.
edge for his Mental Assault.
Fey Ancestry. The homunculus has advantage on saving
Fey Ancestry. The homunculus has advantage on saving throws against being charmed, and magic can’t put the
throws against being charmed, and magic can’t put the homunculus to sleep.
homunculus to sleep.
Magic Resistance. The homunculus has advantage on saving
Magic Resistance. The homunculus has advantage on saving throws against spells and other magical effects.
throws against spells and other magical effects.
Sunlight Weakness. While in sunlight, the homunculus has
Sunlight Weakness. While in sunlight, the homunculus has disadvantage on attack rolls, ability checks, and saving
disadvantage on attack rolls, ability checks, and saving throws
throws
Mental Assault. The homunculus tries to evoke the envy it
Mental Assault. The homunculus tries to evoke the blind was created from in a target within 60 feet, assaulting its
fury it was created from in a target within 60 feet, assaulting mind. The target must succeed on a DC 13
its mind. The target must succeed on a DC 13 Intelligence/ Intelligence/Wisdom/Charisma saving throw (of the
Wisdom/ Charisma saving throw (of the homunculus choice) homunculus choice) or be consumed with envy for 1 minute.
or be blinded for 1 minute. A blinded target can repeat the As long as the target is under the homunculus's influence, it
saving throw at the end of each of its turns, ending the effect must use its action before moving on each of its turns to make
on itself on a success. If a target’s saving throw is successful a melee or ranged basic attack against its closest ally. The
or the effect ends for it, the target becomes immune to the affected creature can repeat the saving throw at the end of
homunculus's Mental Assault for the next 24 hours and has each of its turns, ending the effect on itself on a success. If a
advantage on attack rolls against the homunculus, since it target’s saving throw is successful or the effect ends for it, the
resisted the origin of its nature. target becomes immune to the homunculus's Mental Assault
for the next 24 hours and has advantage on attack rolls
against the homunculus since it resisted the origin of its
nature.
3
Small monstrosity, chaotic evil Small monstrosity, chaotic evil
Armor Class 10 Armor Class 10
Hit Points 16 (3d8+3) Hit Points 16 (3d8+3)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3) 5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3)
Skills Insight +7, Stealth +2 Skills Insight +7, Stealth +2
Condition Immunities frightened Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 12 Languages -
Languages - Challenge 1/4 (50 XP)
Challenge 1/4 (50 XP)
Detect Mental Weakness. The homunculus can read the
Detect Mental Weakness. The homunculus can read the targets mind to detect mental weaknesses as a bonus action.
targets mind to detect mental weaknesses as a bonus action. Doing so, the homunculus learns the target's saving throw
Doing so, the homunculus learns the target's saving throw bonusses for Intelligence, Wisdom and Charisma, gaining an
bonusses for Intelligence, Wisdom and Charisma, gaining an edge for his Mental Assault.
edge for his Mental Assault.
Fey Ancestry. The homunculus has advantage on saving
Fey Ancestry. The homunculus has advantage on saving throws against being charmed, and magic can’t put the
throws against being charmed, and magic can’t put the homunculus to sleep.
homunculus to sleep.
Magic Resistance. The homunculus has advantage on
Magic Resistance. The homunculus has advantage on saving throws against spells and other magical effects.
saving throws against spells and other magical effects.
Sunlight Weakness. While in sunlight, the homunculus has
Sunlight Weakness. While in sunlight, the homunculus has disadvantage on attack rolls, ability checks, and saving
disadvantage on attack rolls, ability checks, and saving throws
throws
Mental Assault. The homunculus tries to evoke the greed it
Mental Assault. The homunculus tries to evoke the fear it was created from in a target within 60 feet, assaulting its
was created from in a target within 60 feet, assaulting its mind. The target must succeed on a DC 13 Intelligence/
mind. The target must succeed on a DC 13 Intelligence/ Wisdom/ Charisma saving throw (of the homunculus choice)
Wisdom/ Charisma saving throw (of the homunculus choice) or be consumed with greed for 1 minute. As long as the target
or become frightened for 1 minute. A frightened target can is under the homunculus's influence, it tries to snatch away
repeat the saving throw at the end of each of its turns, with one of its closest ally's possessions, imposing disadvantage
disadvantage if the homunculus' is within line of sight, on all that ally's attack rolls and saving throws. The affected
ending the effect on itself on a success. If a target’s saving creature can repeat the saving throw at the end of each of its
throw is successful or the effect ends for it, the target turns, ending the effect on itself on a success. If a target’s
becomes immune to the homunculus's Mental Assault for the saving throw is successful or the effect ends for it, the target
next 24 hours and has advantage on attack rolls against the becomes immune to the homunculus's Mental Assault for the
homunculus since it resisted the origin of its nature. next 24 hours and has advantage on attack rolls against the
homunculus since it resisted the origin of its nature.
4
Small monstrosity, chaotic evil Small monstrosity, chaotic evil
Armor Class 10 Armor Class 10
Hit Points 16 (3d8+3) Hit Points 16 (3d8+3)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3) 5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3)
Skills Insight +7, Stealth +2 Skills Insight +7, Stealth +2
Senses darkvision 60 ft., passive Perception 12 Condition Immunities frightened
Languages - Senses darkvision 60 ft., passive Perception 12
Challenge 1/4 (50 XP) Languages -
Challenge 1/4 (50 XP)
Detect Mental Weakness. The homunculus can read the
targets mind to detect mental weaknesses as a bonus action. Detect Mental Weakness. The homunculus can read the
Doing so, the homunculus learns the target's saving throw targets mind to detect mental weaknesses as a bonus action.
bonusses for Intelligence, Wisdom and Charisma, gaining an Doing so, the homunculus learns the target's saving throw
edge for his Mental Assault. bonusses for Intelligence, Wisdom and Charisma, gaining an
edge for his Mental Assault.
Fey Ancestry. The homunculus has advantage on saving
throws against being charmed, and magic can’t put the Fey Ancestry. The homunculus has advantage on saving
homunculus to sleep. throws against being charmed, and magic can’t put the
homunculus to sleep.
Magic Resistance. The homunculus has advantage on saving
throws against spells and other magical effects. Magic Resistance. The homunculus has advantage on
saving throws against spells and other magical effects.
Sunlight Weakness. While in sunlight, the homunculus has
disadvantage on attack rolls, ability checks, and saving Sunlight Weakness. While in sunlight, the homunculus has
throws disadvantage on attack rolls, ability checks, and saving
throws
Mental Assault. The homunculus tries to evoke the hatred
it was created from in a target within 60 feet, assaulting its Mental Aassault. The homunculus tries to evoke the hatred
mind. The target must succeed on a DC 13 Intelligence/ it was created from in a target within 60 feet, assaulting its
Wisdom/ Charisma saving throw (of the homunculus choice) mind. The target must succeed on a DC 13 Intelligence/
or be consumed by hatred for 1 minute. As long as the target Wisdom/ Charisma saving throw (of the homunculus choice)
is under the homunculus' influence, it has disadvantage on all or be consumed by hatred for 1 minute. As long as the target
attack rolls and saving throws but can repeat the saving is under the homunculus' influence, it has disadvantage on
throw at the end of each of its turns, ending the effect on itself all attack rolls and saving throws but can repeat the saving
on a success. If a target’s saving throw is successful or the throw at the end of each of its turns, ending the effect on
effect ends for it, the target becomes immune to the itself on a success. If a target’s saving throw is successful or
homunculus's Mental Assault for the next 24 hours and has the effect ends for it, the target becomes immune to the
advantage on attack rolls against the homunculus since it homunculus's Mental Assault for the next 24 hours and has
resisted the origin of its nature. advantage on attack rolls against the homunculus since it
resisted the origin of its nature.
.
5
Small monstrosity, chaotic evil
Armor Class 10
Hit Points 16 (3d8+3)
Speed 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 8 (-1) 14 (+2) 12 (+1) 16 (+3)
Skills Insight +7, Stealth +2
Condition Immunities incapacitated
Senses darkvision 60 ft., passive Perception 12
Languages -
Challenge 1/4 (50 XP)
Detect Mental Weakness. The homunculus can read the
targets mind to detect mental weaknesses as a bonus action.
Doing so, the homunculus learns the target's saving throw
bonusses for Intelligence, Wisdom and Charisma, gaining an
edge for his Mental Assault.
Fey Ancestry. The homunculus has advantage on saving
throws against being charmed, and magic can’t put the
homunculus to sleep.
Magic Resistance. The homunculus has advantage on
saving throws against spells and other magical effects.
Sunlight Weakness. While in sunlight, the homunculus has
disadvantage on attack rolls, ability checks, and saving
throws
Mental Assault. The homunculus tries to evoke the sloth it
was created from in a target within 60 feet, assaulting its
mind. The target must succeed on a DC 13
Intelligence/Wisdom/Charisma saving throw (of the
homunculus choice) or become incapacitated for 1 minute.
An incapacitated target can repeat the saving throw at the
end of each of its turns, with disadvantage if the
homunculus' is within line of sight, ending the effect on itself
on a success. If a target’s saving throw is successful or the
effect ends for it, the target becomes immune to the
homunculus's Mental Assault for the next 24 hours and has
advantage on attack rolls against the homunculus as it
resisted the origin of its nature.