
Roper
Monstrosity
AC
HP
20
93
Alignment
Challenge
NE
5
STR
18 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
6 (-2)
Source
Monster Manual (SRD)
Name
Roper
Race
Monstrosity
Alignment
Neutral evil
Armor Class
20 (natural armor)
Size
Large
Hit Points
93 (11d10 + 33)
Challenge
5 (1800 XP)
Speed
10 ft., climb 10 ft.
Senses
darkvision 60 ft., passive Perception 16
Languages
—

Saving Throws
None
Skills
Perception +6, Stealth +5
Damage Immunities
None
Condition Immunities
None
Damage Resistances
None
Damage Vulnerabilities
None
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 feet straight toward it.
Legendary Actions
None
Reactions
None