Rope-End
Tiny construct, unaligned
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 Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or be knocked prone.





