b'Shadow Roper, Amphibious \n'b'  Family:   Roper  \n'b'  Large   fey ,  chaotic evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  172 (21d10 + 63)  Speed  10 ft., climb 10 ft.\n'b' STATS STR: 22 (+6) DEX:  8 (-1)  CON:  17 (+3)  INT:  7 (-2)  WIS:  16 (+3)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +7,  Stealth  +7  Senses   darkvision  60 ft., passive  Perception  16  Languages  \xe2\x80\x94  Challenge  13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The roper can breathe air and water. \n'b'  Death Flash . When the roper is killed, nonmagical light flashes out from it in a 10-foot radius as its body, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 18  Constitution  saving throw or be  blinded  for 1 minute. \n'b'  False Appearance . While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. \n'b'  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 18  Strength  check against it. \n'b'  Light Sensitivity . While in bright light, the roper has disadvantage on attack rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Spider Climb . The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 24 (4d8 + 6) piercing damage. \n'b'  Tendril .  Melee Weapon Attack : +11 to hit, reach 50 ft., one creature.  Hit : The target is  grappled  (escape DC 18). Until the grapple ends, the target is  restrained  and has disadvantage on  Strength  checks and  Strength  saving throws, and the roper can\xe2\x80\x99t use the same tendril on another target. \n'b'  Reel . The roper pulls each creature  grappled  by it up to 25 feet straight toward it. \n'b'  Darkness (Recharges after a Short or Long Rest) . The roper casts  darkness  without any components.  Wisdom  is its spellcasting ability.'