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.
Stone Flesh. The roper has resistance to nonmagical piercing damage from ranged weapons.
Multiattack. The roper makes six attacks, up to one of which may be a Bite or an Wrench.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. This attack is made with advantage against On a critical hit, the target is Frightened until the end of their next turn.
Numbing 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 suffers a 1d6 penalty to Dexterity for each tendril attached, and the roper can't use the same tendril on another target. If a creature reaches 0 Dexterity in this way, they are paralyzed and their skin takes on a stony grey palor until they are freed.
Wrench. The roper attempts to wrench a creature. One creature grappled by at least two tendrils must make a DC 15 Dexterity saving throw, taking 8d6 bludgeoning damage on a failure, or half as much damage on a success. If a creature passes this save by 5 or more, it takes no damage and escapes the grapple.
Whipping Reel. Each creature grappled by the Roper may choose to make either a DC15 Strength saving throw, or a DC15 Dexterity saving throw, automatically failing the saving throw they did not choose. If the Strength saving throw is failed, the Roper moves the grappled creature 30 feet in a direction of its choosing to a space within range, or 15 feet on a success. If the Dexterity save is failed, the creature takes 14 (4d6) bludgeoning damage, or half damage and the creature escapes the grapple on a success.







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