Roper
Monster Manual (2025) p. 262
- Tamaño
- Grande
- Tipo
- aberration
- Alineamiento
- neutral malvado
- CA
- 20
- Iniciativa
- 5
- Puntos de golpe
- 93 (11d10+33)
- Velocidad
- walk 10 ft., climb 20 ft.
- Habilidades
- Stealth +5, Perception +6
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 16
- Desafío
- 5
- Entorno
- underdark
Rasgos
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.
Acciones
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.
Otros datos
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:
| 1d8 | The Roper Drags Prey Through... |
|---|---|
| 1 | Areas that trigger traps. |
| 2 | Caverns filled with smoke or gas. |
| 3 | Dead magic* or wild magic* zones. |
| 4 | The lair of a creature it is trying to bait out. |
| 5 | A nest of rats, insects, or other vermin. |
| 6 | Patches of brown mold* or green slime*. |
| 7 | Pools of magma or boiling water. |
| 8 | Razorvine* or similar dangerous plants. |