False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
In order to run for your mother F-ing life.
Yes, it is a multiattack, if the tendril hits a character, it autograpples that character and reels him. if the grapled character was within 25 feet of the Roper, it can take it's bite on the same turn.
*has flashbacks to the time when me and my party were in the Forge of Fury and we found this little shit and we couldn't hit it for the life of us because we basically had to roll straight Nat 20's to even have a chance of hitting it and one of us died. Good times, good times.*
Just painted one of these up and I’m excited to use it😝 looks like fun!
This, assuming all 4 of your attacks land against a target that you will have a 60% chance of missing, and will do 10 damage with each attack, odds are that you will sever 1, and be in melee for the bite.
Wait, doesn’t everyone do this?
Level 3? This would be death.
Nah it's not too late. I literally just threw my party of level 10s at 2 ropers. I modified the attacks per round to 4 across the board. Normally it gets 4 tentacle grab attempts, 1 reel, and 1 bite. I have mine 4,4,4. It turned out to be a good boost to match them up with level 10s.
Wait a minute, this thing causes restrained on the player it grapples?
with 4 possible grab attacks, each with a +7 to hit chance...
each of these said grabs has a 50ft range...
on a creature that has an AC of 20 and 93 HP...
and the tentacles themselves also have an AC of 20...
and of course the tentacles don't cause injury to the monster when they're destroyed, and it can just regrow them for free...
HOW is this a CR 5 monster?
my friends and I, a party of 4 level 5s, just went up against one of these where the DM didn't account for the restrained stat of its tendrils attack and didn't use the average damage dealt for its bite attack. We barely survived the encounter and it was a grueling slog of attrition struggling to deal any damage to this thing, even with the nerf of not having it inflict restrained on us. Had it had been inflicting restrained on us, that would have ended in a TPK simply because we wouldn't have been able to free ourselves from the grab attacks and wouldn't have been able to land any hits.
Maybe on paper, maybe this thing is a CR 5, but in practice, this creature is not a CR 5
The wording on Grasping Tendrils is ambiguous enough that I'm unsure if it's only able to regrow one tendril per turn, or if it can replace every broken one at once.
On one hand, it says it can "extrude A replacement tendril" at the start of its turn, which sounds like it can only regrow one...
but on the other hand, the way it's worded, that's attached to a tendril being destroyed, and could apply separately for each destroyed tendril.
I think, personally, it might be a little weak if it can only get one back per turn, but getting them all back at once is too much, and would feel bad if the PC's are trying to destroy the tendrils as a strategy. I would suggest perhaps rolling 1d4-1, or something?
Run :D
The roper is too good
It only gets 1 damaging attack per turn and so long as you have a caster with a spell save DC it should be easy enough to deal with
Kraken Lite.
actually found the Urophion 5E stats but it requires you to buy the Monster Manual Expanded, Vol I, from dmsguild.com.
Rapunzel, dis you?
Me and 4 others just took one on tonight at lvl 2 and just barely made it through. DM dropped its AC by 2 but other than that it was the same. Everyone went down at least once. He ran it like the guy above said he should. Stalagmite 50 ft in the air, it was a pain but it was fun.
One of these gave a lvl 8 party a run last night. It was the 1st of three encounters with the last being a modified boneclaw, which killed one of them. First off, it's a stealthy monster which got the jump on them and grabbed the drakewardens pet, nearly killing it, and it's a big bag of hp, between 70 and 150 depending on you or even more if you like and it takes a few resources to take down. The caster bard barely had any spells for the mini boss after.
At level 3, this is a TPK.