Roper

- Size: Large
- Type: Aberration
- Alignment: Neutral Evil
- AC: 20
- Initiative: +5 (15)
- HP: 93(11d10+33)
- Speed: 10 ft, Climb 20 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 8 | -1 | -1 |
| CON | 17 | +3 | +3 |
| INT | 7 | -2 | -2 |
| WIS | 16 | +3 | +3 |
| CHA | 6 | -2 | -2 |
- Skills: Perception +6, Stealth +5
- Senses: Darkvision 60 ft.; Passive Perception 16
- Languages: None
- CR: 5 (XP 1,800; PB +3)
Traits
Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8+4) Piercing damage.
Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends.
The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn.
Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it.
Lore & Background
Ropers are aberrant predators that resemble massive stalagmites or rock formations, perfectly adapted for ambush hunting in underground environments. These creatures can remain motionless for years, waiting for prey to venture within range of their deadly tentacles. Their rocky exterior provides perfect camouflage in cave systems, making them nearly impossible to detect until they strike.
These ancient aberrations possess a malevolent intelligence that delights in luring victims into false security before revealing their true nature. Ropers can perfectly mimic the appearance of natural rock formations, often positioning themselves in strategic locations where travelers might seek shelter or rest. Their patience is legendary, and they view the passage of decades as others might view hours.
Combat Tactics
Ropers excel at ambush tactics, remaining perfectly still until prey comes within range of their grasping tentacles. Once they reveal themselves, they use their multiple appendages to grab as many enemies as possible, reeling them in toward their massive maw. They prefer to drag victims to their mouths one at a time while using remaining tentacles to prevent escape.
In combat, ropers rely on their high armor class and ability to grapple multiple opponents simultaneously. They use their weakness-inducing bite to debilitate captured prey, making resistance increasingly futile. Their stationary nature means they focus on controlling the immediate area around their position rather than pursuing fleeing enemies.
Encounter Ideas
1. The False Sanctuary Travelers seeking shelter in a cave system discover what appears to be the perfect resting spot near a large stalagmite. The party must recognize the danger before the 'rock formation' reveals its true nature and attacks with deadly tentacles.
2. The Guardian of Secrets A roper has positioned itself in a chamber containing ancient treasures or important information. The creature has become the unwitting guardian of these secrets, and the party must find a way to access the chamber without falling victim to the patient predator.
3. The Toll Collector A roper blocks the only passage through a crucial underground route, effectively demanding 'tribute' from travelers who wish to pass safely. The party must decide whether to pay the creature's price, find an alternative route, or face it in combat.
4. The Living Trap An underground complex uses ropers as living security systems, with the creatures positioned at key chokepoints. The party must navigate this deadly maze while avoiding or defeating the perfectly camouflaged guardians.
Environmental Effects
- Perfect Camouflage: Ropers blend seamlessly with natural cave formations, making detection extremely difficult
- Tentacle Reach: The creature's appendages can attack targets throughout a large area, controlling significant territory
- Structural Mimicry: Areas with ropers often contain real stalagmites, making identification through appearance alone nearly impossible
- Weakening Aura: Prolonged proximity to ropers can cause general weakness and fatigue in living creatures
Treasure
- Digested Remains (varies): Partially dissolved equipment and valuables from previous victims
- Crystalline Formations (200-800 gp): Unusual crystal growths that form around roper lairs over centuries
- Cave Pearls (500-1500 gp): Rare mineral formations that develop in the creature's digestive system
- Ancient Coins (varies): Currency from long-lost civilizations that the roper has slowly collected
- Stone Camouflage Components (100-400 gp): Natural materials useful for creating hiding places or illusions
Plot Hooks
1. The Vanishing Miners A mining operation has lost multiple workers in a specific tunnel system, with no bodies recovered. Investigation reveals a roper has been feeding on the miners, and the party must eliminate the threat before more lives are lost.
2. The Patient Watcher A roper has been observing an underground location for decades, accumulating knowledge about the comings and goings of various factions. The party seeks this information but must find a way to communicate with or coerce the alien intelligence.
3. The Living Landmark Local guides use a distinctive 'rock formation' as a navigation marker, unaware that it's actually a roper. When the creature finally moves or attacks, it disrupts the entire underground travel network, leaving explorers lost and confused.
4. The Symbiotic Relationship A group of underground dwellers has reached an understanding with a roper, feeding it in exchange for protection from other threats. The party must navigate this unusual alliance while pursuing their own objectives in the creature's territory.