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Monsters

Id96
NameRoper
Size and TypeLarge Magical Beast
Hit Dice10d10+30 (85)
Initiative+5 (+1 Dex, +4 Improved Initiative)
Speed10 ft.
Armor Class24 (-1 size, +1 Dex, +14 natural)
Attacks6 strands +11 ranged, bite +8 melee
DamageStrand (see text), bite 2d6+2
Face and Reach5 ft. by 5 ft./10 ft. (50 ft. with strand)
Special AttacksStrands, attach, weakness
Special QualitiesElectricity immunity, cold resistance 30, firevulnerability, SR 28
Saves_Fort10
Saves_Ref8
Saves_Will8
AbilitiesStr 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
SkillsClimb +7, Hide +10*, Listen +13, Spot +13
FeatsAlertness, Improved Initiative, Iron Will, Weapon Focus(strand)
Climate and TerrainAny underground
OrganizationSolitary, pair, or cluster (3-6)
CR10
TreasureNo coins; 50% goods (stone only); no items
AlignmentUsually chaotic evil
Advancement11-15 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.