Large Plant, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., Climb 10 ft.
STR
18 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
6 (-2)
Skills Perception +6, Stealth +5
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

False Appearance. While the roper remains motionless, it is indistinguishable from an oak tree.

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.

Wide Roots. It is difficult terrain in a 10ft. radius from the blood oak. The blook oak is not affected by difficult terrain. 

Wide Roots. It is difficult terrain in a 1

Actions

Multiattack. The blood oak makes four attacks with its branches, uses Reel, and makes one attack with its bite.

Crush. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

Branches. 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 blood oak pulls each creature grappled by it up to 25 feet straight toward it.

Description

Blood oaks are trees awakened by fey influences. They feed by dragging prey into gaps in their trunks where the prey is crushed and all its fluids are released onto the blood oak's roots. 

Kaliket