Fixing the Roper


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Here's the Stone Roper (storoper) that will be appearing in Tome of Horrors revised:

Stone Roper
Medium Aberration

Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 10 ft. (2 squares)
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple:+4/+7
Attack: Strand +7 ranged touch (drag) or bite +7 melee (1d8+4)
Full Attack: 6 strands +7 ranged touch (drag) and bite +7 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (50 ft. with strand)
Special Attacks: Drag, strands, venom, weakness
Special Qualities: Freeze, darkvision 60 ft., low-light vision, stony hide, tremorsense 200 ft.
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 17, Dex 15, Con 14, Int 12, Wis 16, Cha 12
Skills: Climb +8, Hide +17*, Listen +12, Spot +12
Feats: Alertness, Improved Initiative, Weapon Focus (strand)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: 10% coins; 50% goods (stone only); no items (see text)
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: —

This creature is a vaguely cone-shaped creature with six tentacles and a large, gaping mouth filled with serrated teeth.

Stone ropers are distant relatives of the common roper though the two races are do not (as far as sages know) associate with one another. Stone ropers are always found underground and never venture forth to the surface world. They have a dislike for sunlight, though it doesn’t harm them in any way.

Stone ropers are primarily predators, dining on a diet of fresh meat taken from whatever they can find and kill. When food is scarce, stone ropers become scavengers and dine on carrion.

Stone ropers are mottled gray and brown like stone and have a rock-like body. Cutting a stone roper open reveals its treasure (inside its gizzard).

A typical stone roper stands 5 feet tall and weighs about 1,000 pounds. Stone ropers speak Terran and Undercommon.

Combat
Most encounters with a stone roper begin when it fires its strong, sticky strands. A stone roper attacks anything that comes within 50 feet by suddenly shooting out its tentacle strands. It prefers to attack two victims at once, each with three strands. The first two victims successfully attacked are injected with the stone roper's venom. If the venom fails, the stone roper continues to hold the creatures and the weakness will take effect next round.

Drag (Ex): If a stone 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 20 Escape Artist check or a DC 16 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A stone 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 stone roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the stone roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a stone roper.

Strands (Ex): Most encounters with a stone 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 stone roper can extrude a new one on its next turn as a free action.

Venom (Ex): Twice per day, a stone roper can secrete venom from each of its strands. A creature hit by a strand must succeed on a DC 15 Fortitude save or be paralyzed. A paralyzed creature appears to have been turned to stone (DC 20 Spot check or close inspection reveals that this is in fact not the case). One round after being paralyzed, the victim recovers and must succeed on a DC 15 Will save or act as if under the effects of a charm person spell for 2d4 minutes. A charmed creature fights for and defends the stone roper. If the stone roper is killed, a charmed victim acts as if under the effects of a confusion spell for 1d6+2 rounds. The save DCs are Constitution-based.

Weakness (Ex): A stone roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 15 Fortitude save or take 2d4 points of Strength damage. The save DC is Constitution-based.

Freeze (Ex): A stone roper can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the stone roper is really alive.

Stony Hide (Ex): A stone roper’s tough hide grants it damage reduction 10/magic against ranged piercing weapons (such as arrows and crossbow bolts).

Tremorsense (Ex): A stone roper can automatically detect the location of anything within 200 feet that is in contact with the ground.

Skills: *Stone ropers have a +8 racial bonus on Hide checks in stony or icy areas.

Credit
The Stone Roper (Storoper) originally appeared in the First Edition module A3 Assault on the Aerie of the Slave Lords (© TSR/Wizards of the Coast, 1980) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission.

15. Copyright Notice
Author Scott Greene, based on original material by Allen Hammack and Gary Gygax.
 


Am i the Only DM who thinks 2d8 STR stacking is way too much? Wouldn't fatige/exhaustion be a good replacent that hampers the victim without rendering them helpless very quickly?
 

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