False Appearance. While the roper remains motionless, it is indistinguishable from a normal crystal formation.
Telekinetic Binding. The roper can have up to six orbs of psionic energy at a time. An orb can only be broken if a creature takes an action and succeeds on a DC 14 Wisdom check against it. Destroying an orb deals no damage to the roper, which can extrude a replacement on its next turn.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Misdirecting Aura. Psionic energy radiates out from the roper in a 20 ft. radius. Any creature within the radius must make a DC 14 Wisdom saving throw. On a failure, a creature sees the roper as a mere lifeless crystal and ignores any actions it performs as if things were normal. On a success, the target is immune to this effect for 24 hours. A creature may repeat the saving throw at the end of each of their turns.
Multiattack. The roper makes four attacks with its orbs, uses Reel, and makes one attack with its bite. The roper can choose to replace its bite attack with a Psionic Blast attack if it's available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 22 (4d8 + 4) piercing damage plus an additional 9 (2d8) psychic damage.
Telekinesis. Ranged Weapon Attack: +6 to hit, range 50 ft., 1 target. Hit: The target is grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Wisdom checks and Wisdom saving throws, and the roper can't use the same orb on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Psionic Blast (Recharge 5-6). As an action, the roper may choose to detonate one of its psionic orbs. Any creature grappled by the orb must succeed on a DC 14 Wisdom saving throw or take 12 (12d6) psychic damage and be stunned until the end of the roper's next turn. On a success, a creature takes half damage and is not stunned
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Posted Dec 4, 2021UUUUUUUUH