Large monstrosity, neutral evil
Armor Class 20 (Natural Armor)
Hit Points 93 (11d10+33)
Speed 10 ft., climb 10 ft.
Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) *20 (+5) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) |
Saving Throws (suggested) Str +7, Con +6, Wis +6
Skills Perception +6, Stealth +5
Damage Immunities (suggested) lightning
Damage Resistances (suggested) cold
Damage Weaknesses (suggested) fire
Senses darkvision 60 ft., passive Perception 16
Languages –
Challenge 5 (1,800 XP)
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
False Appearance (suggested). While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite and gains advantage on stealth checks in such environment.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Magic Resistance (suggested). The roper has advantage on saving throws against spells and other magical effects.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
ACTIONS
- Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
- Multiattack (suggested). The roper makes six attacks with its tendrils, uses Reel, and makes one attack with its bite.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
- Bite (suggested). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 5) piercing damage. The roper gains advantage on the hit roll when attacking a target restrained by a tentacle.
- Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 15) until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.
- Tendril (suggested). Melee Weapon Attack: +8 to hit, reach (1d4+1) x 10 ft., one creature. The target is grappled (escape DC 16) and must make a DC 13 Constitution saving throw or loses 1d4 points of strength and is restrained. The roper can’t use the same tendril on another target.
- Reel. The roper pulls each creature grappled by it up to 25 ft. straight toward it.
- Reel (suggested). The roper pulls each creature grappled by it up to 10 ft. straight toward it.
ROPER’s TACTICS (read the article)
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A roper is a monstrous creature that resembles a large stalagmite or stalactite, depending on its location. It has a thick, rocky hide that protects it from most attacks, and a massive mouth full of sharp teeth that can bite through flesh and bone. A roper also has six long, flexible tendrils that it can extend up to 50 feet to ensnare its prey. A roper can change the color of its tendrils to blend in with its surroundings, making it nearly invisible until it strikes. A roper is not very intelligent, but it has keen senses and a cunning instinct for hunting.
A roper’s hide is yellowish gray and rough, and its body very malleable. It can stand upright to resemble a stalagmite, lie on the ground to imitate a boulder, or even flatten itself to look like a lump on a cavern floor. It can change color a little, enough to blend into rocky backgrounds. A roper has a single yellow eye, and a maw ringed with sharp teeth. Halfway up its body are small bumps which are the sources of the strands it fires at opponents. A roper has the same body temperature as its surroundings.
COMBAT
A roper prefers to ambush its prey from a hidden position, using its tendrils to grapple and reel in its victims. A roper can have up to six tendrils at a time, and each tendril can target a different creature. A creature grappled by a tendril is restrained and has disadvantage on strength checks and saving throws. A roper can pull each creature grappled by it up to 25 feet closer to it with a single action. A roper then uses its bite attack to inflict massive damage on its prey. A tendril can be attacked and destroyed, but a roper can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature succeeds on a DC 15 strength check against it.
Ropers attack by shooting strong, sticky strands at opponents. Each time a strand hits, the victim loses strength. If a roper’s prey cannot break free, it is pulled closer and when it reaches the roper, the creature bites the victim.
HABITAT / SOCIETY
A roper lives in caves and caverns throughout the Underdark, the vast network of subterranean tunnels and chambers that lies beneath the surface of the world. A roper is a solitary creature that claims a large territory as its hunting ground. A roper rarely encounters others of its kind, and when it does, it either ignores them or fights them for dominance. A roper has no allies or enemies among other creatures, except for those that it considers food or threats. A roper is favored by Ghaunadaur, the drow god of abominations and oozes.
Ropers are not social and rarely cooperate with one another, though a group of them may be found in a good hunting spot. A group of ropers has been named a “cluster” by scholars with nothing better to do.
ECOLOGY
A roper is a voracious predator that feeds on whatever living creatures it can catch. A roper can survive for long periods of time without food, but it prefers to hunt frequently and consume as much as it can. A roper’s digestive system is highly efficient, leaving behind little waste or evidence of its meals. A roper’s body also produces a sticky substance that helps it adhere to surfaces and camouflage itself.
A roper reproduces by budding, creating small clones of itself that detach from its body and grow into new ropers over time. Drawing nutrients from the cavern floor (and perhaps siphoning magical energies from deep within the earth), the infant roper grows to maturity in 2d4 weeks. Until that time has passed, the roper is indistinguishable from a boulder.
Ropers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey population drops too low in its current home. Migration usually occurs through underground tunnels, but when this is not possible, ropers travel late at night, sometimes giving rise to stories of walking stones.
Ropers eat any meat but prefer demihumans and humans. Gnomes, dwarves, and other mining races often serve as prey for ropers.
A roper has a gizzard-like organ which often holds undigested treasure. Platinum and gems cannot be digested by a roper, so its gizzard holds 3d6 platinum pieces, and has a 35% chance of holding 5d4 gems. The glue from a roper’s strands is prized by alchemists, as are its digestive acids, which must be stored in platinum vials.