The Aethervale

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monster

Roper

Roper
Roper
CR 5
Large Aberration, Neutral Evil
Reveal Stat Block
Armor Class
20
Hit Points
93 (11d10 + 33)
Speed
10 ft., climb 20 ft.
str
18
+4
dex
8
-1
con
17
+3
int
7
-2
wis
16
+3
cha
6
-2

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.m 7, reach 5 ft. ({@damage 3d8 + 4) Piercing damage.
Tentacle.m 7, reach 60 ft. target has the {@condition Grappled|XPHB condition (escape 14) from one of six tentacles, and the target has the Poisoned|XPHB condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled|XPHB when destroyed (AC 20, HP 10, Immunity|XPHB 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|XPHB by it up to 30 feet straight toward it.

Roper

Roper

Tentacled Subterranean Trapper

Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers' toothy maws. If these tentacles are severed, ropers rapidly grow replacements.

Ropers can move, albeit slowly. Crawling on the sticky cilia that cover their undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.

Rule 9: Never trust a stalagmite.