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.
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.