Large monstrosity, Neutral Evil
| Armor Class | 20 (natural armor) |
|---|---|
| Hit Points | 93 (11d10 + 33) |
| Speed | 10 ft., climb 10 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +6, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 16 |
| Languages | — |
| Challenge | 5 |
While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
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.
The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Melee Attack Roll: +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.
The roper pulls each creature grappled by it up to 25 feet straight toward it.
Large aberration, Neutral Evil
| Armor Class | 20 |
|---|---|
| Hit Points | 93 (11d10 + 33) |
| Speed | 10 ft., climb 20 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +6, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 16 |
| Languages | — |
| Challenge | 5 |
The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check.
The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.
Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage.
Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends.
The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn.
The roper pulls each creature Grappled by it up to 30 feet straight toward it.