Traits

False AppearanceRoper has been motionless but it is not unlike a normal cave formation like the stalagmite.

Grasping Tendrils: The Grasping Tendrils trait allows a roper to have up six tendrils at once.  Each tendril can be attacked (AC 20, 10 hit points, immunity to poison and psychic injury). The roper does not suffer any damage if a tendril is destroyed. However, it can extrude a new tendril the next turn. If the creature succeeds on a DC 15 Strength test against it, the tendril may be broken.

Spider Climb: The roper can climb all the challenging surfaces, including upside down on the ceilings without having to pass an ability test.

Actions

Multiattack: The roper will make four attacks using its tendrils, use Reel and one Attack with its bite.

Take a bite: This monster can use the bite action to create a Melee Weapon. Attack is +7 to hit, reach 5 feet. One target. Hit: 22 (4d8+4) piercing damages

TendrilThis dnd roper monster can use this tendril action to make a Melee Weapon Attack. It is +7 to hit, and can reach 50 feet. One creature. Hit: The target has been grappled (escape DC 15. unless until the grapple ends, the target is restrained and also has disadvantage on the Strength Checks and also Strength Saving Throws, and even the roper can’t even use the same tendril on another target.

Reel: Each creature is pulled by the roper up to 25 feet straight towards it.

Roper DnD 5E: Monster Attributes

AC 20 (Natural Armor).
Alignment Neutral Evil
CHA 6
CON 17
Challenge Rating 5
DEX 8
HP 93 (11d10+33).
INT 7
Passive Perception 16
Roll 0 1d20 +7 4d8+4
Roll 1 1d20 + 7
STR 18
Senses Darkvision 60 Ft.
Size Large
Skills Stealth +5 and Perception +6
Speed 10 ft., climb up 10 ft.
Type monstrosity
WIS 16