b'Roper, Nomadic \n'b'  Family:   Roper  \n'b'  Medium   ravager  (devastation),  chaotic evil or unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  84 (13d8 + 26);  Wound Threshold  21  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  15 (+2)  INT:  7 (-2)  WIS:  16 (+3)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics * +7,  Athletics  +6,  Perception * +9,  Stealth * +7  Senses   darkvision  60 ft., passive  Perception  19  Languages  Phantasm  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Corrosive Fluids . After dealing a Wound or a critical hit to the nomadic roper, the weapon used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'  False Appearance . While the nomadic roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. \n'b'  Grasping Tendrils . The nomadic roper can have up to four tendrils at a time. Each tendril can be attacked (AC 16; 10  hit points ; immunity to poison and psychic damage). Destroying a tendril deals no damage to the nomadic 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 14  Strength  check against it. \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 15  Strength  check against it. \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 tendril attacks, uses Reel, and makes one bite  attack . \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 22 (4d8 + 4) piercing damage. \n'b'  Tendril .  Melee Weapon Attack : +7 to hit, reach 50 ft., one creature.  Hit : The target is  grappled  (escape DC 15). Until this 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'  Sneak Attack (1/Turn) . The nomadic roper deals an extra 10 (3d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the nomadic roper that isn\xe2\x80\x99t  incapacitated  and the nomadic roper doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Spider Climb . The nomadic 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 nomadic roper makes three tendril attacks, uses Reel, and makes two bite attacks. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 21 (4d8 + 3) piercing damage. \n'b'  Tendril .  Melee Weapon Attack : +6 to hit, reach 50 ft., one creature.  Hit : The target is  grappled  (escape DC 14). Until this grapple ends, the target is  restrained  and has disadvantage on  Strength  checks and  Strength  saving throws, and the nomadic roper can\xe2\x80\x99t use the same tendril on another target. \n'b'  Reel . The nomadic roper pulls each creature  grappled  by it up to 25 feet straight toward it. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Cunning Action . The nomadic roper can take the  Dash ,  Disengage , or  Hide  action. \n'b'\n'b' ABOUT \n'b' The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite of stone or ice (or in low-ceilinged chambers, a stony or icy pillar). In areas without such features to hide among, a roper can compress its body into a much more squat, boulder-like shape. The strands it extrudes are not flesh but a thick, semi-liquid material similar to partially melted wax but with the strength of an iron chain and the ability to numb flesh and sap strength. The roper can manipulate these strands with great finesse, and can fling them as far as 50 feet to snatch objects that attract its attention. \n'b' Although alien and monstrous in shape, the roper is in fact one of the most intelligent denizens of the deep caverns of the world. They do not form large societies (although ropers can be found living among some deep-dwelling denizens like the\xc2\xa0intellect devourers\xc2\xa0or\xc2\xa0neothelids, with whom they have been known to sometimes ally), but often congregate in small clusters. Particularly interested in the philosophy of life and death and the finer points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don\xe2\x80\x99t eventually escape, a roper\xe2\x80\x99s appetite always wins out over its intellectual curiosity-especially in cases where pets are constantly outmaneuvering their keeper\xe2\x80\x99s wits and patience. \n'b' A roper is 9 feet tall and weighs 2,200 pounds.'