Flash Rope (creature)

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←  #264: Ropa
Bestiary
 Rope 
#266: Rover  →
Flashing Rope
Tiny monstrosity (serpent), unaligned
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Armor Class 14
Heart Points 35 (10d4 + 10)
Speed 40 ft.
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STR
7 (-2)
DEX
18 (+4)
CON
12 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
6 (-2)
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Saving Throws Con +3, Cha +0
Damage Resistances force
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP) Proficiency Bonus +2    
Challenge Alternatives 1/8, 1/4, 1, 2
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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

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The material on this page is based primarily on content found in The Legend of Zelda, which is copyright Nintendo Co., Ltd.