Rope (creature)

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←  #264: Ropa
Bestiary
 Rope 
#266: Rover  →
Rope
Tiny beast (serpent), unaligned
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Armor Class 12
Heart Points 5 (2d4)
Speed 40 ft.
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STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
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Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP) Proficiency Bonus +2    
Challenge Alternatives 1/8, 1/4, 1, 2
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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: +4 to hit. Hit: 3 (1d6) poison damage, plus another 3 (1d6) piercing damage if the rope move at least 10 feet straight towards the target before this attack.


Bonus Actions

Charge. The rope moves up to 20 feet in a straight line directly towards a hostile creature it can see.

“A monster similar to a snake found in many dungeons and caves. Ropes often appear in groups and slither around their dens with surprising speed. Alone they are relatively easy to defeat, but together, they can be overwhelming.”
Encyclopedia

A rope appears similar to a normal serpent, usually of a green, gray, or brown-yellow color. Its eyes faintly glow yellow or red, hinting at how it relies heavily on sight compared to a more typical snake. When it spies potential prey, a rope is known to dart at eerily high speed from even great distance, and leap upon the victim with a venomous bite.
     Bundles of Snakes. Unlike mundane serpents, ropes will typically hunt in groups ranging from two to as much as twenty. Together, their venomous bites are able to take down foes many times their size—even a single hylian could sate an entire rope colony for weeks.
     Environment: Caves, Ruins, Swamp, Urban

Related pages

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The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.