Dungeons and Dragons Roper 3.5 PBP RPG

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Roper

Roper

Large Magical Beast

Hit Dice:

10d10+30 (85 hp)

Initiative:

+5

Speed:

10 ft. (2 squares)

Armor Class:

24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23

Base Attack/Grapple:

+10/+18

Attack:

Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)

Full Attack:

6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)

Space/Reach:

10 ft./10 ft. (50 ft. with strand)

Special Attacks:

Drag, strands, weakness

Special Qualities:

Darkvision 60 ft., immunity to electricity, low-light vision, cold resistance 10, spell resistance 30, vulnerability to fire

Saves:

Fort +10, Ref +8, Will +8

Abilities:

Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12

Skills:

Climb +12, Hide +10*, Listen +13, Spot +13

Feats:

Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)

Environment:

Underground

Organization:

Solitary, pair, or cluster (3-6)

Challenge Rating:

12

Treasure:

No coins; 50% goods (stone only); no items

Alignment:

Usually chaotic evil

Advancement:

11-15 HD (Large); 16-30 HD (Huge)

Level Adjustment:

-

A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper's coloration and temperature change to match the features of the surrounding cave.

Ropers speak Terran and Undercommon.

Combat

A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.

Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.

Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.

Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

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


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Penelope does her best to hide her excitement for the upcoming food party. She begins thinking of all the various sweets that will be available. After a brief moment of staring out into space, she snaps out of it, "Oh yes, yes of course. We'll leave you alone and go bring everything down from the castle. Thanks again for your time, your Highness. I look forward to the feast."

With that, she bows then exits the room. Once outside with Velon, Penelope relays what just happened to the rest of the group. "They're gonna try to raise the egg. So we need to bring it and the body down. We should tell Lawrance that we're ready to bring everything down."

Penelope's eyes light up before continuing, "Also, they are holding a celebratory feast for the defeat of Chuth! We should all go! We were the ones that killed her so we're totally the guests of honor! I bet the elves make some amazing food.... Unless it's all vegan. Hmm, they have to at least have cakes and pastries right?"

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