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.
This creature is just asking to be captured and hidden in a tavern for all-you-can-eat "calamari" night. Plus it handles garbage disposal and body disposal for those seedier taverns.
GWM doesn't grant a bonus action attack unless you crit or kill something, which you won't be. And the ropes have 20 ac and 10 hit points, meaning you're not likely to break a tendril with every attack. You just burned action surge to deal 0 damage to the roper.
Okay, let's say it only has 2 tendrils left, fine. It only needs to restrain the nearest character to get a bite attack with advantage in.
Or the roper is on the ceiling so you can't hit the tendtrils until it has attacked with them.
AND how are you going to beat it in initiative, if it uses false appearance to ambush the party with a practically guaranteed surprise round?
Remember it has 6 tendrils in total for 4 tendril attacks, which would be pointless if they could regrow all their tendrils at once.
The tendrils are also hard to hit (especially if you are restrained) and don't have stats and are not creatures, meaning that Rules-As-Written, they aren't affected by most AoE spell (not how I would rule it but still).
It only needs one tendril to pull the nearest person in for a big bite, and if the party put in the effort to wreck all its tendrils, they earned getting to fight it in a weakened state.
They'll have to keep breaking the tendrils or flee if they fail to kill it quickly too, or it'll get back up to fighting shape in no time.
🤷
me using him right now wish me luck
got thrown at one of these at level 1, what the hell is wrong with this dm :sob:
Lvl5