The roper is thought to be a result of what happens when a darkmantle, it’s smaller but similar-looking relative, fails to cleave into two creatures as part of its normal maturation process. When that happens, it continues to grow, and will eventually sprout tendrils. It will devour any darkmantles in the local area, and mature into a roper.
The roper is a large, pebbly-looking creature that mimicks a cave formation, either hanging from the ceiling or sprawling on the ground. It is mostly indistinguishable by normal vision from its rocky surroundings (even the dwarves cannot easily discern a motionless roper). It’s tendrils are usually at rest looking like stalactites or stalagmites.
It is large and ungainly, slow to move. It senses vibrations in the rocks and air, and when a prospective victim moves into range, it will lash out with its tendrils, grappling and reeling in its victim so it can gnash it with teeth that look like a quartz formation.
It is remarkably intelligent for a monstrosity, and calculating in what victims it will choose to attack—it is an evil creature, not an unaligned beast. If it perceives that a potential victim is very dangerous, it will not attack.
Large monstrosity, neutral evil
Speed 10 ft., climb 10 ft.
Skills. Perception +6, Stealth +5
Senses. darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Challenge 5 (1,800 XP)
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Foe Sense. The roper seems to be able to detect the relative strength of its foe. Upon detecting potential prey, it makes a Perception check with a DC equal to 18 – the potential victim’s Vigor Dice. If the check fails, it will perceive it as a meal and attack no matter what. If it succeeds, it will attack creatures of up to 5 Vigor Dice and fewer. It does this check once for each potential victim, as they come into detection range.
Grasping Tendrils. The roper can have up to six tendrils (1d4+2 at the start of combat). Each tendril can be attacked (Threat DC 20; 10 vigor; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a new or replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4d8+4 piercing damage.
Extrude Tendril. The roper extrudes a new tendril if it is below the maximum number it can control (six).
Drag. The roper executes a drag attack, pulling a grappled creature straight towards it. If the Roper wins a contest of Athletics, it pulls the target 10′ closer to it, divided by the target’s size modifier. If the roper wins by 10, the base distance increases to 15′, and 20′ if the contest is won by 20 or more. If a target ends within reach of the Bite attack, the roper will follow up with a Bite as soon as possible!
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: 2d6+4 control per tendril, and the roper can’t use the same tendril on another target without first letting go.