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Rope-End

Tiny construct, unaligned

AC
13
HP
14
Speed
20
CR
1/8

Dockhands retire old mooring lines to the hulk, and some of them refuse the rest. A rope-end is a frayed knot that learned to crawl, ankles first, around whatever deck it was left guarding.


Armor Class 13 (tarred fibre)

Hit Points 14 (4d4 + 4)

Speed 20 ft., climb 20 ft.


STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)

Senses blindsight 10 ft. (blind beyond this radius), passive Perception 10

Languages —

Challenge 1/8


Traits

False Appearance. While the rope-end remains motionless on a deck, among rigging, or coiled with other rope, it is indistinguishable from an ordinary rope end.

Actions

Trip Lash. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or be knocked prone.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022