XP 19,200
CE Large aberration
Init +5; Senses darkvision 60 ft., low-light vision; Perception +24
DEFENSE
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
hp 162 (12d8+108)
Fort +13, Ref +5, Will +13
Immune electricity; Resist cold 10; SR 27
Weaknesses vulnerability to fire
OFFENSE
Speed 10 ft.
Melee bite +20 (4d8+18/19–20)
Ranged 6 strands +10 touch (1d6 Strength)
Space 10 ft.; Reach 10 ft.
Special Attacks pull (strand, 5 feet), strands
STATISTICS
Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
Base Atk +9; CMB +22; CMD 33 (can't be tripped)
Feats Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Perception, Stealth), Weapon Focus (strand)
Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy areas); Racial Modifiers +8 Stealth in stony or icy areas
Languages Aklo, Undercommon
SPECIAL ABILITIES
Strands (Ex)
A roper can extend up to six thin, sticky strands from its body at a
time, launching them to a maximum range of 50 feet. A roper's attacks
with its strands resolve as ranged touch attacks. These strands are
quite strong, but can be severed by any amount of slashing damage (a
strand is AC 20). A creature struck by a strand is numbed and weakened
by the strange material, and must make a DC 25 Fortitude save or take
1d6 points of Strength damage. The save DC is Constitution-based.
| FeatsSilent as Stone You move
over stone with such natural poise that you are nearly noiseless. You
are skilled in taking down a single foe in a party in absolute silence. Prerequisite:
Roper, Stealthy. Benefit: You gain a +4 bonus to all Stealth
checks in rocky environments and may use Stealth at no penalty while
climbing. If you attack with your strands in the surprise round, you may
automatically choke the victim and cover his mouth with a strand to
quell any sound. If you hit with a strand in the surprise round, on your
next turn make a Stealth check at –5 opposed by the Perception check of
nearby creatures; if you succeed, you silently drag your opponent 10
feet toward you, and your target’s allies are unaware your target is
missing (barring precautions or activities that would make this obvious,
such as being tied together, your target carrying the only light
source, your target speaking before the attack, and so on).
Stone Clinger All ropers have a propensity for
climbing, but some cling to rock like moss. You can even hang upside
down from the ceiling of caverns or stone chambers appearing as
stalactites. You can fall from a great height, piercing a victim below
or crushing him flat. Prerequisites: Roper. Benefit:
You gain a climb speed of 10 feet and all the benefits of having a
climb speed (bonus to Climb checks, always able to take 10 on Climb
checks, and so on). You may hang upside down indefinitely from the
ceiling, and then fall on any creature passing below, dealing 2d6+6
crushing or piercing damage (your choice).
Dungeon Denizens Revisited. Copyright 2009, Paizo
Publishing, LLC
Authors Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue,
Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L.
Sutter, and Greg A. Vaughan.
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