Roper

Monster Manual (2025) p. 262

Size
Large
Type
aberration
Alignment
neutral evil
AC
20
Initiative
5
Hit Points
93 (11d10+33)
Speed
walk 10 ft., climb 20 ft.
Skills
Stealth +5, Perception +6
Senses
darkvision 60 ft.
Passive Perception
16
Challenge
5
Environment
underdark
STR
18
+4
DEX
8
−1
CON
17
+3
INT
7
−2
WIS
16
+3
CHA
6
−2

Traits

Proficiency Bonus

+3

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

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.

Other data

description

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.

Roper Hazards:

1d8The Roper Drags Prey Through...
1Areas that trigger traps.
2Caverns filled with smoke or gas.
3Dead magic* or wild magic* zones.
4The lair of a creature it is trying to bait out.
5A nest of rats, insects, or other vermin.
6Patches of brown mold* or green slime*.
7Pools of magma or boiling water.
8Razorvine* or similar dangerous plants.