Flash Rope (creature)

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←  #264: Ropa
Bestiary
 Rope 
#266: Rover  →
Flash Rope
Tiny monstrosity (serpent), chaotic evil
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Armor Class 13
Heart Points 44 (8d4 + 24)
Speed 40 ft.
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STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
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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
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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

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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.