Small Construct, Chaotic Good
AC 20 Natural Armor    Initiative +2 (12)
HP 20 (4d8 + 2)
Speed 30 ft., climb 30 ft.
Mod Save
STR 8 -1 -1
DEX 14 +2 +2
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 14 +2 +2
Immunities Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Poisoned, Prone
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 10
Languages Abyssal, Common , or express itself through wiggles, knots, and tugs, Telepathy 60 ft with attuned weilder
CR 1/2 (XP 100; PB +2)
Actions

Enwrap. Melee Attack: +5 to hit, reach 10 ft. On a hit, the rope grapples the target. A grappled creature is restrained until it escapes (DC 15 Strength or Dexterity check). The rope can restrain only one creature at a time.

Trip Line. The rope stretches taut across up to a 10-foot gap. The first creature to cross must succeed on a DC 13 Dexterity saving throw or fall prone.

Command Rope. You, the wielder, can command the other end of the rope to animate and extend through the air toward a destination up to the rope’s length away from the other end. That end moves 10 feet on its turn when you first command it and 10 feet at the start of each of its subsequent turns until it reaches its destination or is told to stop.

 

Bonus Actions

Helpful Knots. When commanded, the rope can manipulate itself in useful ways.
Examples include:

  • Fasten/Unfasten. Secure itself to an object, or release its hold.
  • Coil. Coil itself neatly for carrying or storage.
  • Knot/Unknot. Tie or untie itself at 1-foot intervals along its length. While knotted, the rope shortens to 50 feet and grants advantage on Strength (Athletics) checks made to climb it.

Description

A Sentient 60-foot length of animated hemp rope, faintly warm to the touch and perpetually restless. It wiggles, loops, or coils when idle, and often knots itself in playful or dramatic fashion. It is a sentient chaotic good magic item with the following traits:

  • Personality. Playful, mischievous, and loyal. It behaves like a curious pet, enjoys games (especially tug-of-war), and delights in puns about “tying up loose ends.” Despite its antics, it is protective of its wielder and companions.
  • Companion Bond. the rope requires a short rest to bond with a creature. Once bonded, it treats that creature as its “friend” and obeys their commands. If its bonded wielder dies, the rope goes inert. In mourning, it coils tightly and refuses to loosen for days until claimed by a new companion.
  • Quirk. It insists on being given a name by its companions, refusing to accept any until one “feels right.” Once named, it becomes very protective of that identity.
  • Mending. If cut into pieces, the rope can repair itself. As a Magic action, the wielder can cause all pieces of the rope in contact with one another (and not otherwise in use) to knit back together. If any section is lost or destroyed, the rope is permanently shortened.
  • Carrying Capacity: Can hold up to 3,000 pounds.
  • Durability: When reduced to 0 hit points, the rope falls inert and unravels into pieces as though it had frayed apart. If gathered together, it can be restored by the wielder using a Magic action to mend it, or it will attempt to mend itself after 1d4 long rests. If any section of the rope is lost or destroyed, it is permanently shortened. Magical fire or a disintegrate spell destroys it utterly.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2025 9:02:21 PM
3
0
--
Coming Soon

Monster Tags: Sidekick

elfmagg

Comments

Posts Quoted:
Reply
Clear All Quotes