False Appearance. While the Old friend remains motionless, it is indistinguishable from a normal Tree.
Grasping Tendrils. The Old friend can have up to Three 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 Old friend, 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 Old friend can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The roper makes 3 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 Old friend pulls each creature grappled by it up to 25 feet straight toward it.
Compelling Substitute - if targeted by a ranged or melee attack, the creature can use its reaction to bring out a doll that looks like itself. Player targetting the creature is then required to make a WIS save (DC 14). Failure to make the save means the player cannot target any creatures other than the doll with subsequent attacks until the doll is destroyed. The doll has 40 hp.
Acid blood - Whenever hit with a melee attack the creature can expend 1 legendary action point to fling the blood with a +5 to hit, on a hit deals, 2d4 acid damage you can change values to be stronger!
Malevolent Presence - All creatures within 30ft feel a heavy presence weigh upon them, filling the air with corrupting fear and unease. Until the end of the creature's next turn, those who fail an attack roll or saving throw vs the creature must succeed on a DC 18 WIS saving throw or else become Frightened.
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