STR

18

DEX

8

CON

17

INT

7

WIS

16

CHA

6

Armor Class: 20

Hit Points: 93 (11d10+33)

Speed: Walk 10 ft., Swim

Challenge Rating: 5 (1800 XP)

Saving Throws:

Skills: Perception +6 Stealth +5

Senses: darkvision 60 ft. passive perception 16

Languages:

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.