Small Construct, Any Alignment
Armor Class 17 Natural
Hit Points 5 (1d6)
Speed 10 ft.
STR
10 (+0)
DEX
17 (+3)
CON
10 (+0)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws DEX +5
Skills Acrobatics +5
Damage Vulnerabilities Fire, Slashing
Damage Immunities Poison, Psychic
Senses Blindsight 30ft, Passive Perception 5
Languages Common Understand, cannot speak.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Constructed Nature: An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Antimagic Susceptibility: The ropeis incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rope must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance: While the rope remains motionless, it is indistinguishable from a normal rope.

Actions

Multiattack: The rope makes two melee attacks. it whips the target creature with each end of itself (if possible, or it only makes 1 attack)

Constrict: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. On a critical hit the rope (if possible) will constrict a critical part of the target creature. (i.e. Neck, weapon, legs, etc.)

 

Reactions

Animated Attack: If the rope is motionless and a creature walks past or grabs hold of it, the rope makes a Dexterity check contested by the creature’s Strength check. If the rope wins the contest, it grapples the creature and makes a melee attack against it with advantage on the attack roll.

Description

This length of rope was animated by magical means. This rope is a non-combat Familiar unless attuned to the handler. To attune to this familiar the rope must choose you. 

luke0660

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