False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (20 Defense; 10 Health; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature uses an action and succeeds on a DC 15 Brawn check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite (1/turn). Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 22 (4d8 + 4) piercing damage.
Tendril (4/turn). Melee Weapon Attack: +7 to hit, reach 12 m. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Reflex saving throws, and the roper can’t use the same tendril on another target.
Reel (1/turn). The roper pulls each creature grappled by it up to 5 meters straight toward it.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9