Difference between revisions of "Flash Rope (creature)"
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{{CB | {{CB | ||
|summary=A venomous snake imbued with powerful magic that rapidly flashes into and out of this realm. | |summary=A venomous snake imbued with powerful magic that rapidly flashes into and out of this realm. | ||
− | |title= | + | |title=Flash Rope |
|image=https://i.imgur.com/Lxyg2GS.png | |image=https://i.imgur.com/Lxyg2GS.png | ||
|imagelink=https://zelda.gamepedia.com/Rope | |imagelink=https://zelda.gamepedia.com/Rope | ||
Line 9: | Line 9: | ||
|type=monstrosity | |type=monstrosity | ||
|subtype=serpent | |subtype=serpent | ||
− | |alignment= | + | |alignment=CE |
− | |challenge= | + | |challenge=1 <!-- 1 def (44 hp, 18* AC), 1 off (8 dmg, +6* hit)--> |
− | |str= | + | |str=6 |
− | |dex= | + | |dex=16 |
− | |con= | + | |con=16 |
|int=4 | |int=4 | ||
− | |wis= | + | |wis=12 |
|cha=6 | |cha=6 | ||
− | |hd= | + | |hd=8 |
|speed=40 | |speed=40 | ||
− | |ac= | + | |ac=13 |
|resist={{CR|force}} | |resist={{CR|force}} | ||
− | |||
− | |||
|senses={{BL|darkvision}} 60 ft. | |senses={{BL|darkvision}} 60 ft. | ||
|acr=rope | |acr=rope | ||
− | | | + | |caves=yes |
+ | |ruins=yes | ||
+ | |swamps=yes | ||
+ | |urban=yes | ||
|darkworld=yes | |darkworld=yes | ||
|traits= | |traits= | ||
− | {{CT| | + | {{CT|Blink|The rope is constantly flashing in and out of this reality. When an attack hits the rope, roll a d6. On a 5 or 6, the attack is forced to miss instead—unless it was a {{BL|critical hit}}.}} |
− | {{CT| | + | {{CT|Magic Resistance|name=rope}} |
− | {{CT| | + | {{CT|Pack Tactics|name=rope}} |
− | |||
|actions= | |actions= | ||
− | {{CA|Bite|''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' | + | {{CA|Bite|''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d8) poison damage plus 4 (1d8) force damage.}} |
+ | |||
+ | |bonusactions= | ||
+ | {{CA|Teleport|The rope magically teleports, along with any equipment it is wearing or carrying, up to 20 feet to an unoccupied space it can see.}} | ||
+ | |||
|description=This rare variety of rope has been tinged with conjuration magic. Such 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 are enhanced with chaotic magical energy.}} | |description=This rare variety of rope has been tinged with conjuration magic. Such 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 are enhanced with chaotic magical energy.}} | ||
{{clear}}<noinclude> | {{clear}}<noinclude> |
Revision as of 08:18, 19 July 2022
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Player's Guide |
System Reference |
Compendium |
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Flash Rope | |||||
Tiny monstrosity (serpent), chaotic evil Armor Class 13 Heart Points 44 (8d4 + 24) Speed 40 ft. | |||||
STR 6 (-2) |
DEX 16 (+3) |
CON 16 (+3) |
INT 4 (-3) |
WIS 12 (+1) |
CHA 6 (-2) |
Damage Resistances force | |||||
Senses darkvision 60 ft., passive Perception 11 | |||||
Languages — | |||||
Challenge 1 (200 XP) | Proficiency Bonus +2 | ||||
Challenge Alternatives 1/8, 1/4, 1, 2 | |||||
Blink. The rope is constantly flashing in and out of this reality. When an attack hits the rope, roll a d6. On a 5 or 6, the attack is forced to miss instead—unless it was a critical hit.
Magic Resistance. The rope has advantage on saving throws against spells and other magical effects. Pack Tactics. The rope has advantage on an attack roll against a creature if at least one of the rope's allies is within 5 feet of the creature and the ally isn't incapacitated. | |||||
Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8) poison damage plus 4 (1d8) force damage. | |||||
Bonus Actions Teleport. The rope magically teleports, along with any equipment it is wearing or carrying, up to 20 feet to an unoccupied space it can see. |
This rare variety of rope has been tinged with conjuration magic. Such 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 are enhanced with chaotic magical energy.
Environment: Caves, Ruins, Urban
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.
- Variant creatures
- Creatures
- Challenge 1 creatures
- Tiny-sized creatures
- Monstrosities
- Serpent
- Creatures of chaotic evil 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 with the Teleport action
- Creatures found in caves
- Creatures found in urban areas
- Creatures found in the Dark World
- Content originating from The Legend of Zelda