Difference between revisions of "Flash Rope (creature)"
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|darkworld=yes | |darkworld=yes | ||
− | |traits={{CT|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.}} | + | |traits= |
+ | {{CT|Aggressive Speed|The rope can use its {{BL|bonus action}} to move up to 20 feet in a straight line, as long as that movement is straight towards a hostile creature.}} | ||
+ | |||
+ | {{CT|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.}} | ||
{{CT|Flashing|When an attack targets the rope, roll a d6. On a result of 4 or higher, the attack misses unless it would be a {{BL|critical hit}}.}} | {{CT|Flashing|When an attack targets the rope, roll a d6. On a result of 4 or higher, the attack misses unless it would be a {{BL|critical hit}}.}} | ||
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{{CT|Magic Resistance|name=rope}} | {{CT|Magic Resistance|name=rope}} | ||
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|description=Unlike a more common {{C|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 realm at seemingly random intervals, but otherwise appear similar to their nonmagical relatives. Both their bite and their defenses have been magically enhanced. | |description=Unlike a more common {{C|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 realm at seemingly random intervals, but otherwise appear similar to their nonmagical relatives. Both their bite and their defenses have been magically enhanced. | ||
|gear=If the rope is slain, roll a d8:<br/>{{tab}}{{tab}}('''1-4''') The rope disappears in a poof of black smoke, yielding nothing.<br/>{{tab}}{{tab}}('''5-7''') As the rope poofs into smoke, it drops behind one [[uncommon minor magic item]] as a remnant of the magic which blessed it.<br/>{{tab}}{{tab}}('''8''') The rope bursts into black mist, dropping behind one [[uncommon major magic item]] as an aftermath of its magic form.}} | |gear=If the rope is slain, roll a d8:<br/>{{tab}}{{tab}}('''1-4''') The rope disappears in a poof of black smoke, yielding nothing.<br/>{{tab}}{{tab}}('''5-7''') As the rope poofs into smoke, it drops behind one [[uncommon minor magic item]] as a remnant of the magic which blessed it.<br/>{{tab}}{{tab}}('''8''') The rope bursts into black mist, dropping behind one [[uncommon major magic item]] as an aftermath of its magic form.}} | ||
+ | {{Treasure | ||
+ | |d=6 <!-- target 4200; actual 4200 --> | ||
+ | |width=340px | ||
+ | |line1=1-2 | ||
+ | |<!--200-->100 (d20 × 10) {{BL|rupees}} | ||
+ | |line2=3-4 | ||
+ | |<!--1400-->700 (2d6 × 100) {{BL|rupees|rp}} worth of {{BL|spoils}},<br/> such as fangs, scales, or venom glands | ||
+ | |line3=5 | ||
+ | |<!--600-->Magic which enhanced it is left behind as<br/> a {{BL|common major magic item}} | ||
+ | |line4=6 | ||
+ | |<!--2000-->As the rope poofs it to smoke, it drops<br/> 2 (1d3) {{BL|uncommon minor magic items}} | ||
+ | |generic=3 | ||
+ | }} | ||
{{clear}}<noinclude> | {{clear}}<noinclude> | ||
− | + | {{Rope/Related}} | |
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3 CR | 3 CR |
Revision as of 13:41, 15 December 2020
Creatures→ Monstrosities→ Rope→ Flashing Rope
Flashing Rope | |||||
Tiny monstrosity (serpent), unaligned Armor Class 14 Heart Points 35 (10d4 + 10) Speed 40 ft. | |||||
STR 7 (-2) |
DEX 18 (+4) |
CON 12 (+1) |
INT 4 (-3) |
WIS 11 (+0) |
CHA 6 (-2) |
Saving Throws Con +3, Cha +0 | |||||
Damage Resistances force | |||||
Senses darkvision 60 ft., passive Perception 10 | |||||
Languages — | |||||
Challenge 3 (700 XP) | Proficiency Bonus +2 | ||||
Aggressive Speed. The rope can use its bonus action to move up to 20 feet in a straight line, as long as that movement is straight towards a hostile creature.
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 unless it would be a critical hit. 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: 7 (1d6 + 4) piercing damage plus 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 realm at seemingly random intervals, but otherwise appear similar to their nonmagical relatives. Both their bite and their defenses have been magically enhanced.
Environment: Ruins
Related pages
- Ropes come in a few different varieties: rope (CR 1/8), skullrope (CR 1/4), flash rope, (CR 1), and golden rope (CR 2)
- Swarm of ropes (CR 1/2)
- Staldra, an undead three-headed serpent reminiscent of a more powerful skullrope
- Aneru, another serpent with occasionally supernatural powers
The material on this page is based primarily on content found in The Legend of Zelda, which is copyright Nintendo Co., Ltd.
- Creatures
- Challenge 3 creatures
- Tiny-sized creatures
- Monstrosities
- Serpent
- Creatures of unaligned alignment
- Creatures not proficient in any skills
- Creatures without vulnerabilities
- Creatures without condition immunities
- Creatures without damage immunities
- Creatures without language
- Creatures resistant to force
- Creatures with the Bite action
- Creatures found in caves
- Creatures found in the Dark World
- Creatures with treasure chests
- Content originating from The Legend of Zelda