Grasping Tendrils. Audrey 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 Audrey, who 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 17 Strength check against it.
Multiattack. Audrey makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage plus 49 (14d6) acid damage. Audrey regains hit points by an amount equal to the piercing damage dealt.
Tendril. Melee Weapon Attack: +9 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 17). 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. Audrey pulls each creature grappled by it up to 25 feet straight toward it.
Audrey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Audrey regains spent legendary actions at the start of its turn.
Tendril. Audrey makes one tendril attack.
Bite (Costs 2 Actions). Audrey makes one bite attack.
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