Artificers, wizards, and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.
Master's Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.
Magnificent Treasure. Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet.
The statistics of the Homunculus can be found below. Whenever a statistic mentions a creator, use the statistics of the creator of the Homunculus (such as an artificer or a wizard), otherwise use the statistics of the creature attuned to the Homunculus Talisman.
Large construct
Armor Class 10 + creator's Intelligence modifier + creator's proficiency bonus (natural armor)
Hit Points 10 + creator's Intelligence modifier + 5 times the creator's level
Hit Die a number of d10 equal to creator's level
Speed 30 ft., 30 ft. (flying)
Saving Throws Str +4 plus creator's proficiency bonus, Con +4 plus creator's proficiency bonus
Skills Athletics +2 plus creator's proficiency bonus, Perception +0 creator's proficiency bonus × 2
Damage Immunities poison, psychic
Damage Resistance acid
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 10ft., darkvision 60ft., passive Perception 10 + (creator's proficiency bonus × 2)
Languages understands commands given by the wearer of its amulet but can't speak
Proficiency Bonus equals creator's proficiency bonus
Bound. The Shield Guardian is magically bound to its amulet. As long as the Shield Guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the Shield Guardian to travel to it, and the Shield Guardian knows the distance and direction to the amulet. If the Shield Guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the Shield Guardian. If the amulet is destroyed or the wearer's ends its attunement, the Shield Guardian becomes incapacitated until a replacement amulet is created or a creature attunes to its amulet.
Construct Nature. The Homunculus doesn't require air, food, drink, or sleep.
The Homunculus' unarmed attacks ignore resistance and immunity to nonmagical unarmed attacks.
Regeneration. The Homunculus regains 1d10 Hit Points at the start of its turn while wounded.
Spell Storing. A spellcaster who wears the Shield Guardian's amulet can cause the Shield Guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the Shield Guardian. The spell has no effect but is stored within the Shield Guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the Shield Guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
Multiattack. The guardian makes two fist attacks.
Fist. Melee Weapon Attack: creator's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + creator's proficiency bonus of force damage.
Alchemical Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d6 + 2 acid or poison damage, and the target must succeed on a Constitution saving throw (DC artificer's spellcasting DC) or be poisoned for 1 minute. If the saving throw fails by half or more, the target is instead poisoned for 1d10 minutes and unconscious while poisoned in this way.
Alchemical Spittle. Ranged Weapon Attack: your spell attack modifier to hit. range 30 ft., one target. Hit: 1d6 +2 acid or poison damage, and the target must succeed on a Constitution saving throw (DC artificer's spellcasting DC) or be poisoned for 1 minute. If the saving throw fails by half or more, the target is instead poisoned for 1d10 minutes and unconscious while poisoned in this way.
Alchemical Salve (3/Day). The shield guardian produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:
Boldness The target can add 1d4 + your Intelligence modifier to an ability check, attack roll, or saving throw it makes within the next minute.
Buoyancy The target gains a flying speed of 10 feet for 10 minutes.
Healing The target regains a number of hit points equal to 2d4 + your Intelligence modifier.
Resilience The target gains a +1 bonus to AC for 10 minutes.
Swiftness The target’s walking speed increases by 10 feet for 1 hour.
Transformation The target is transformed as if by the alter self spell. The target chooses which transformation, and the effect lasts for 10 minutes.
Alchemical Shield. The master of the Homunculus has a +2 bonus to saving throws against spells and other magical effects.