Combat Statistics

CR 5
Challenge Rating
1,800 XP
20
Armor Class
93
Hit Points
(11d10)
Speed: {"walk":10,"climb":10} ft.
Strength
18
(+4)
Dexterity
8
(-1)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
17
(+3)
Intelligence
7
(-2)
Wisdom
16
(+3)
Charisma
6
(-2)
Skills: Perception +6, Stealth +5
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses: Darkvision 60 ft., Passive Perception 16 ft. passive Perception 16
Languages: []
Proficiency Bonus: +3

Special Abilities

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

Tendril

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 roper pulls each creature grappled by it up to 25 ft. straight toward it.

Quick Reference

Type: Monstrosity
Size: Large
Alignment: neutral evil
Environment: Any

DM Tools

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CR 5 | Challenge Rating: 5
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