Roper
Large aberration- Challenge
- STR
- 4
- DEX
- −1
- CON
- 3
- INT
- −2
- WIS
- 3
- CHA
- −2
- Soak
- 1
- Fort
- +4
- Ref
- +2
- Will
- +1
False Appearance. While the roper remains motionless, it is indistinguishable from an ordinary cave formation such as a stalactite or stalagmite.
Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (20 Defense; 10 Health; 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 uses an action and succeeds on a Difficulty 15 Brawn check against it.
Maneuvers. The roper uses maneuvers (maneuver save Difficulty 15). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.
Actions (6)
Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 22 (4d8 + 4) piercing damage.
Tendril (4/turn). Melee Weapon Attack: +6 to hit, reach 10 m. Hit: The target is grappled (escape Difficulty 8). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Reflex saving throws, and the roper can’t use the same tendril on another target.
Reel (1/turn). The roper pulls each creature grappled by it up to 5 meters straight toward it.
Maneuvers
As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.
Enhance
You can increase the damage for each additional stamina die expended.
As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.
On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
On a critical failure, you throw it twice as far and it takes twice as much damage.
Enhance
You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.