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Tentacle Tree

Challenge
Terrain
str
18
dex
8
con
16
int
6
wis
14
cha
4

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.

Behavior

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

Signs

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

Encounters

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

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.