AC 20 (natural armor)
HP 93 (11d10 + 33; bloodied 46)
Speed 0 ft.
Proficiency +3; Maneuver DC 15
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages —
False Appearance. While motionless, the tentacle tree is indistinguishable from a normal tree.
Flammable. The tree's tendrils are vulnerable to fire damage. After taking fire damage, the tree catches fire and takes 5(1d10) ongoing fire damage if it isn't already suffering ongoing fire damage. At the end of the each of its turns, it makes a DC 15 Constitution saving throw , ending the ongoing damage on a success.
Tendrils. The tree has eight tendrils. Each tendril has AC 20, 15 hit points, vulnerability to slashing damage, and immunity to psychic damage. A creature can also break a tendril by taking an action to make a DC 15 Strength check. A tendril takes no damage from sources other than attacks. The tree grows back any destroyed tendrils after a long rest .
ACTIONS
Multiattack. The roper makes up to four tendril attacks, then uses Reel, then attacks with its bite.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until this grapple ends, the target is restrained and the roper can’t use this tendril on another target.
Reel. The roper pulls each creature it is grappling up to 25 feet straight towards it.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage.
1–2 Immobile on the ceiling: any treasure is on the floor as bait
3–4 Immobile on the floor: possibly near a hazard such as a pit
5 Reeling in prey
6 Immobile on a wall
1 DC 15 Perception checks: grooves in the floor, as if something was dragged
2 A goblin or other humanoid with a smashed head
3 Dried blood on the ground
4 A distant clatter like a stone being thrown
Ropers cling to cavern ceilings and floors.
CR 0–2 1d4 piercers
Treasure 30 gp, 80 sp, bloodstained cavern map
CR 3–4 1d4 + 4 piercers ; 1d6 piercers and 1 or 2 swarms of bats
Treasure 60 gp, greatsword, half plate armor with no helm, oil of slipperiness
CR 5–10 1 or 2 ropers ; roper and 1d8 + 2 piercers ; roper and 1d4 darkmantles
Treasure 4 amethysts (100 gp each), wand of fear