Roper
Roper, CR 5
STR
18
+4
DEX
8
-1
CON
17
+3
INT
6
-2
WIS
17
+3
CHA
6
-2
Special Abilites
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. 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 uses an action and succeeds on a DC 15 Strength check against it. Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite. Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 22 ( 4d8+4 ) Piercing Damage. Tendril. Melee Attack: 1d20+7 to hit, reach 50 ft., one target. 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 roper pulls each creature grappled by it up to 25 feet straight toward it, unless the creature can win a Strength contest against the roper (at Disadvantage).
Legendary Actions
The roper can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The roper regains spent epic actions at the start of its turn. Tendril. The roper makes one tendril attack. Feed (Costs 2 Actions). The roper makes two bite attacks against a creature it is Grappling. Reel (Costs 3 Actions). The roper pulls each creature grappled by it up to 25 feet straight toward it, unless the creature can win a Strength contest against the roper (at Disadvantage).
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