Homunculus, Furtive Filcher

With but a word, the small being of ashy shadow leaves your vision. Moving with unnatural grace, it crawls through an open arrow slit in the side of the fortress wall where the lord's guards are stationed. Knowing that you and your party could not hope for a frontal assault without being detected, the little shade is your best chance of sneaking through the gates. And sure enough, a small click later, the furtive filcher returns with the keys and the runeward stone necessary to bypass the sentries and letting your team enter unnoticed.

Homunculus, Furtive Filcher

CR 1/2

XP: 200

Any Alignment (same as creator) Tiny Construct

Init: +4; Senses: low-light vision, darkvision 60'; Perception +0

DEFENSE:

AC: 16, Touch 16, Flat-Footed 12 (+2 size, +4 Dex)

HP: 5 hp (1d10)

Fort: +0; Ref: +4; Will: +0

Immune: Construct Traits

OFFENSE:

Speed: 50'

Melee: Bite +2 (1d4-1)

Space: 2 1/2 ft.; Reach: 0 ft.

STATISTICS:

Str 8, Dex 19, Con -, Int 12, Wis 10, Chr 7

Base Atk: +1; CMB: -2; CMD: 12

Feats: Stealthy

Skills: Sleight of Hand +10, Stealth +10

SPECIAL ABILITIES:

Telepathic Link (Su): Furtive filchers cannot speak, but maintain a constant telepathic link to their master. Through this link, they instantly understand everything their master desires, knows what he knows and can provide complete understanding of their surroundings back to their master. This link is maintained regardless of the distance, but going more than 1,500 feet causes a noticeably nervousness within the construct. A furtive filcher will never willing go beyond this range. Should a furtive filcher be forced outside of this distance, it will attempt to return to the master regardless of commands, until it is within 1,500 feet again.

ECOLOGY:

Environment: Any

Organization: Solitary

Treasure: None

Role: None

Source: ECB, pg. 286

Furtive Filchers are homonculi, specially designed to be sneaky and good at theft. Made of little more than congealed smoke and standing a little taller than a foot and half, these constructs have eyes the color of dull embers. Their size and natural aptitude for stealth make them good at getting into places that their masters would not normally be able to enter and many guards of suddenly found their key rings missing once their work is done. Like all homunculi, should a furtive filcher be destroyed, its master takes 2d10 points of damage and should the master be destroyed, or the telepathic link somehow becomes severed), the furtive filcher goes insane, loosing its Intelligence, feats, and skills.

Construction:

Furtive filchers made from sculptor's clay, ash, raw shadow and one pint of blood. This body costs 100 gp. After the form is sculpted and baked in a kiln, it collapses in a puff of smoke and it is this smoke that is animated through magical rites, requiring an additional 1,000 gp worth of reagents and arcane materials. The person who donated the blood, which is not necessarily the creator, is the furtive filcher's master. Furtive filchers can be created with additional hit dice, each additional an additional 2,000 gp to the base cost.

Caster Level: 7th; Price: 2,100 gp

Requirements: Craft Construct, arcane eye, shadow conjuration; Skill: Craft (sculpture) DC 14; Cost: 1,100 gp.