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Roper
Size & Type (subtype):Large Magical BeastHit Dice:10d10+30 (85)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   10 ft.  
Armor Class:   24 (-1 size, +1 Dex, +14 natural)   Attacks:   6 strands +11 ranged, bite +8 melee  
Damage:   Strand (see text), bite 2d6+2   Face and Reach:   5 ft. by 5 ft./10 ft. (50 ft. with strand)  
Special Attacks:   Strands, attach, weakness   Special Qualities:   Electricity immunity, cold resistance 30, firevulnerability, SR 28  
Saving Throws  Fortitude: 10  
Reflex: 8  
Will: 8  
Abilities:   Str: 19
Dex: 13
Con: 17
Int: 12
Wis: 16
Cha: 12
Skills:   Climb +7, Hide +10*, Listen +13, Spot +13   Feats:   Alertness, Improved Initiative, Iron Will, Weapon Focus(strand)  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary, pair, or cluster (3-6)  
Challenge Rating:   10   Challenge Rating Value:   10  
Treasure:   No coins; 50% goods (stone only); no items   Alignment:   Usually chaotic evil  
Advancement:   11-15 HD (Large); 16-30 HD (Huge)  

Description:  

Combat

A roper hunts by standing very still and imitating a bit of rock. This usually allows it to attack with surprise. When it notices prey, it lashes out with its strands and bites adjacent opponents with its powerful maw.

Strands (Ex): Most encounters with a roper begin when it fires its strong, sticky strands. The creature has six such members that can strike up to 50 feet away (no range increment). A single attack with a slashing weapon that deals at least 10 points of damage severs a strand (AC 20).

Attach (Ex): If a roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but draws the stuck opponent 10 feet closer each subsequent round (no attack of opportunity) unless that creature breaks free, which requires a successful Escape Artist check (DC 23) or Strength check (DC 19). The roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus, in that round.

Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone caught by a strand must succeed at a Fortitude save (DC 18) or take 2d8 points of temporary Strength damage.

Fire Vulnerability (Ex): A roper takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.

Skills: *Ropers receive a +8 racial bonus to Hide checks in stony or icy areas.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002