Fixing the Roper

Garnfellow

Explorer
I know I cannot be the only one who HATES that ropers are magical beasts, when they should clearly be aberrations. I understand why a designer would be tempted to go that route -- mechanically, magical beast provides better BAB and better physical saves. But it's just much too much of a logical stretch for me.

So here's my reworked roper . . . obviously, it's pretty close to the old one. I've added the blindsense ability, per the old "Ecology of" article back in Dragon 232.

For now I've kept the Challenge Rating the same, based on adding blindsense, and because the roper's strand attack is a touch attack (and presumable, less affected by a +3 shift in BAB). I could see reducing the CR to 11, but probably not any lower than that. Ropers are a pretty hard monster to evaluate with all their weird abilities.

Anywhere, here's my revision. Thoughts, comments, suggestions?

ROPER
Large Magical BeastAberration
Hit Dice: 10d1010d8+30 (85 75 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: +107/+1815
Attack: Strand +11 8 ranged touch (drag) or bite +13 10 melee (2d6+6)
Full Attack: 6 strands +11 8 ranged touch (drag) and bite +13 10 melee (2d6+6)
Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Special Attacks: Drag, strands, weakness
Special Qualities: Darkvision Blindsense 30 ft, darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire
Saves: Fort +108, Ref +84, Will +810
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Skills: Climb +12, Hide +10*, Listen +13, Spot +13
Feats: Alertness, Great Fortitude, 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.

Blindsense (Ex): A roper notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.

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

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Nice change, I agree. I was thinking about throwing my party up against a Roper soon, if it's alright I think I'll use this one instead of the MM one!

Thanks :)
 

BvS said:
Nice change, I agree. I was thinking about throwing my party up against a Roper soon, if it's alright I think I'll use this one instead of the MM one!

Thanks :)

Let me know how it works out -- I think the only way to test the CR on this critter is through trial and error.

I considered giving the revised roper a +3 "racial bonus" (though I usually hate those) with strands to make up for its reduced BAB.
 

Looks good! I agree that the magical beast type doesn't make sense for it. The poor BAB bonuse for aberrations never made sense to me either...it should be based on whether its a combat-oriented aberration or a psionic/spellcaster aberration.
 


Garnfellow said:
I considered giving the revised roper a +3 "racial bonus" (though I usually hate those) with strands to make up for its reduced BAB.

Since they are touch attacks, do they really need it ? I mean, they already gained Blindsense in the bargain.
 

I think if you make it an aberration, you should add a few hit dice. Let's see... something like this? (This is just a slightly advanced version of yours)

ROPER
Large Aberration
Hit Dice: 12d8+36 (90 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: +9/+17
Attack: Strand +10 ranged touch (drag) or bite +12 melee (2d6+6)
Full Attack: 6 strands +10 ranged touch (drag) and bite +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Special Attacks: Drag, strands, weakness
Special Qualities: Blindsense 30 ft, darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Skills: Climb +14, Hide +14*, Listen +13, Spot +13
Feats: Alertness, Great Fortitude, Improved Initiative, 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: 13–18 HD (Large); 19–36 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 19 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.

Blindsense (Ex): A roper notices and locates creatures within 30 feet. Opponents still have 100% concealment against a creature with blindsense.

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