Small Construct, Neutral Good
Armor Class 13 (natural armor)
Hit Points 15 (4d4 + 1)
Speed 15 ft., [On just right ground 15ft] [In soft soil 20ft] [In hard soil 6ft] [In mud 10ft] [On hard rock (can't move)] [On Solid metal (can't move)] [On a wooden ship can move but 5ft] [In water floats] You have advantage on Terrane you are found in, Roll 2D20's if you are in Terrane you are not found in then you have disadvantage Roll only 1D20.
STR
11 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws CON +3
Skills Nature +15
Damage Immunities Poison, Radiant
Condition Immunities Blinded, Charmed, Deafened, Poisoned
Senses Tremorsense, Passive Perception 16
Languages Understands the languages of its creator but can't speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Warning Sign. Shakes petal's sounding similar to a Rattlesnake. They Must make a WIS saving throw of 15 or Higher.

Earthen Fallback. You can burrow to another area 15 feet away.

Seismic Sense. You sense movement such as vibrations from footsteps, running and things burrowing.

Actions

Pollen sludge shot. Ranged Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 13 Wisdom saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
Vined Smack. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and prone while poisoned in this way.

Bonus Actions

Earthen Fallback. as a bonus action you can burrow away to another spot about 15 feet away.

Reactions

Warning Sign. Shakes petals as a warning on a failed WIS save they are sent to sleep for 6 seconds as a bonus action you can use Earthen Fallback. burrow away to another spot about 15 feet away.

Description

Betula LaRosa is a plant that only a Artificer with a Alchemist path can bring to life, these plants are known to go back into a seed state when they fall so all's a Artificer will have to do is pour a special mixture on the seed and it will burst forth back to life. It has a beautiful shade similar to a Delphinium aka Larkspur and just like this flower it is also Poisonous. Betula LaRosa is also able to get around by burrowing from place to place which they usually do if there is danger to the forest, they reside in, or as a means to go find a water source. when this plant feel's threatened they shake their petals at such a speed that the very sound they make, with such motion, it's as if they are a snake! Anything that does not head this warning is nocked unconscious and sent to a deep sleep, while they make a quick get away, don't worry it doesn't last long. Betula LaRosa is also good at putting up a fight it can spit its nectar which catches some of the pollen when shot out mixing and causing a chemical reaction turning it into a sludge which has been known to be fairly toxic, it's vines also pack quite a punch being able to knock people off their feet and also make them feel woozy. I wouldn't want to be a threat to such a wonderful plant. Notes from a Artificer who accidently spilled his new concoction on a seed in the woods.

Monster Tags: plantArtificer

Habitat: ForestGrasslandHillSwamp

Twai_Tempest

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