: 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.
: 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.