3e SRD:Roper

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.

Roper

Size/Type: Large Magical Beast
Hit Dice: 10d10+30 (85 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 10 ft.
AC: 24 (-1 size, +1 Dex, +14 natural)
Attacks: 6 strands +11 ranged, bite +8 melee
Damage: Strand (see text), bite 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft. (50 ft. with strand)
Special Attacks: Strands, attach, weakness
Special Qualities: Electricity immunity, cold resistance 30, fire vulnerability, SR 28
Saves: Fort +10, Ref +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/Terrain: Any underground
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 10
Treasure: No coins; 50% goods (stone only); no items
Alignment: Usually chaotic evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)

Ropers speak Terran and Undercommon

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.



Back to Main Page3e Open Game ContentSystem Reference DocumentCreatures

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.