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<blockquote data-quote="Voadam" data-source="post: 3524552" data-attributes="member: 2209"><p><strong>Roper advanced</strong></p><p></p><p>Advanced Elite Dark Earth Elemental Roper </p><p>Size/Type: Large Outsider (augmented Magical Beast, Earth)</p><p>Hit Dice: 15d10+120 (203 hp) </p><p>Initiative: +6 </p><p>Speed: 10 ft. (5 squares) </p><p>Armor Class: 29 (-1 size, +2 Dex, +18 natural), touch 11, flat-footed 27 </p><p>Base Attack/Grapple: +15/+28</p><p>Attack: Strand +20 ranged touch (drag) or bite +23 melee (3d6+13) </p><p>Full Attack: 6 strands +20 ranged touch (drag) and bite +23 melee (3d6+13) </p><p>Space/Reach: 10 ft./10 ft. (50 ft. with strand) </p><p>Special Attacks: Drag, strands, weakness, push, earth mastery, </p><p>Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire, Hide in Plain Sight, Earth Glide </p><p>Saves: Fort +15, Ref +11, Will +11 </p><p>Abilities: Str 28, Dex 14, Con 24, Int 12, Wis 18, Cha 10 </p><p>Skills: Climb +19, Hide +24*, Listen +19, Spot +14 </p><p>Feats: Alertness, Improved Initiative, Improved Natural Weapon (bite), Improved Toughness, Iron Will, Weapon Focus (strand) </p><p>Environment: Underground </p><p>Organization: Solitary, pair, or cluster (3-6) </p><p>Challenge Rating: 15 </p><p>Treasure: No coins; 50% goods (stone only); no items </p><p>Alignment: Usually chaotic evil </p><p>Advancement: 16-30 HD (Huge) </p><p>Level Adjustment: — </p><p></p><p>A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave. </p><p></p><p>Ropers speak Terran and Undercommon. </p><p></p><p>Combat</p><p>A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw. </p><p></p><p>Drag (Ex)</p><p>If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 30 Escape Artist check or a DC 26 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper. </p><p></p><p>Strands (Ex)</p><p>Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action. </p><p></p><p>Weakness (Ex)</p><p>A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 29 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based. </p><p></p><p>Hide in Plain Sight</p><p></p><p>Earth Mastery (Ex): An earth elemental creature gains</p><p>a +1 bonus on attack and damage rolls if both it and its</p><p>foe are touching the ground. If an opponent is airborne or</p><p>waterborne, the elemental takes a –4 penalty on attack and</p><p>damage rolls.</p><p></p><p>Push (Ex): An earth elemental creature can start a</p><p>bull rush maneuver without provoking an attack of opportunity.</p><p>The combat modifiers given in Earth Mastery</p><p>also apply to the elemental creature’s opposed Strength</p><p>checks.</p><p></p><p>Earth Glide (Ex): An earth elemental creature can</p><p>glide through stone, dirt, or almost any other sort of earth</p><p>except metal at a speed equal to its base land speed. Its burrowing</p><p>leaves behind no tunnel or hole, nor does it create</p><p>any ripple or other signs of its presence. A move earth spell</p><p>cast on an area containing a burrowing earth elemental</p><p>creature flings the creature back 30 feet, stunning it for 1</p><p>round unless it succeeds on a Fortitude save.</p><p></p><p>Skills</p><p>*Ropers have a +8 racial bonus on Hide checks in stony or icy areas. </p><p></p><p>Work in progress, plan to advance to CR 16 or 17, advance to 15 HD at least and give elite array abilities.</p><p></p><p>S</p></blockquote><p></p>
[QUOTE="Voadam, post: 3524552, member: 2209"] [b]Roper advanced[/b] Advanced Elite Dark Earth Elemental Roper Size/Type: Large Outsider (augmented Magical Beast, Earth) Hit Dice: 15d10+120 (203 hp) Initiative: +6 Speed: 10 ft. (5 squares) Armor Class: 29 (-1 size, +2 Dex, +18 natural), touch 11, flat-footed 27 Base Attack/Grapple: +15/+28 Attack: Strand +20 ranged touch (drag) or bite +23 melee (3d6+13) Full Attack: 6 strands +20 ranged touch (drag) and bite +23 melee (3d6+13) Space/Reach: 10 ft./10 ft. (50 ft. with strand) Special Attacks: Drag, strands, weakness, push, earth mastery, Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire, Hide in Plain Sight, Earth Glide Saves: Fort +15, Ref +11, Will +11 Abilities: Str 28, Dex 14, Con 24, Int 12, Wis 18, Cha 10 Skills: Climb +19, Hide +24*, Listen +19, Spot +14 Feats: Alertness, Improved Initiative, Improved Natural Weapon (bite), Improved Toughness, Iron Will, Weapon Focus (strand) Environment: Underground Organization: Solitary, pair, or cluster (3-6) Challenge Rating: 15 Treasure: No coins; 50% goods (stone only); no items Alignment: Usually chaotic evil Advancement: 16-30 HD (Huge) Level Adjustment: — A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave. Ropers speak Terran and Undercommon. Combat A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw. Drag (Ex) If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 30 Escape Artist check or a DC 26 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper. Strands (Ex) Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action. Weakness (Ex) A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 29 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based. Hide in Plain Sight Earth Mastery (Ex): An earth elemental creature gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. Push (Ex): An earth elemental creature can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery also apply to the elemental creature’s opposed Strength checks. Earth Glide (Ex): An earth elemental creature can glide through stone, dirt, or almost any other sort of earth except metal at a speed equal to its base land speed. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental creature flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a Fortitude save. Skills *Ropers have a +8 racial bonus on Hide checks in stony or icy areas. Work in progress, plan to advance to CR 16 or 17, advance to 15 HD at least and give elite array abilities. S [/QUOTE]
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