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
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.