Flashing Rope (5e Creature)

Flashing Rope

Tiny monstrosity, unaligned


Armor Class 14
Hit Points 25 (10d4)
Speed 40 ft.


STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 10 (+0) 4 (-3) 11 (+0) 6 (-2)

Saving Throws Con +2
Damage Resistances force
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP)


Charge. If the rope moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Flashing. When an attack targets the rope, roll a d6. On a result of 4 or higher, the attack misses regardless of the attack roll.

Magic Attacks. The rope's bite attack is magical.

Magic Resistance. The rope has advantage on saving throws against spells and other magical effects.

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage and 10 (3d6) force damage.


Unlike a more common rope, a flashing rope has been tinged with conjuration magic. This could be the result of a wizzrobe's influence, or the dark magic that permeates labyrinths housing these creatures. These ropes rapidly flash back and forth between this world and another plane at seemingly random intervals, but otherwise appear similar to their nonmagical relatives. Both their bite and their defenses have been magically enhanced.

gollark: I've been communicating with Palaiologos and we've teamed up to write the best entry ever.
gollark: Eventually, XENON CIRCUMVENTION.
gollark: I do remember that you did vaguely ridiculous things relating to that. I do not agree with your assessment of events.
gollark: It is, but that is not actually the point.
gollark: Wrong.

See also



Back to Main Page 5e Homebrew 5e Creatures
Back to Main Page 5e Homebrew Campaign Settings Hyrule Bestiary

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