Nerfing the Roper

Ravilah

Explorer
At what CR (roughly) would you place a Roper if you took away the Weakness caused by its strands?

My players are only level 8 and I think a CR 12 Roper would kill them outright. But I really want a Roper-like critter for the up coming cavern adventure.

Thanks,
R
 

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well, rather than just getting rid of the Drop Your STR to Zero PDQ, try replacing the strands effect with "Fatigue". First failed save makes the PC fatiged, second failed save makes them Exhausted. Won't negate the victim in the fight, but still puts the lone victim of a roper in a bad situation. that still leaves the issue that the casters will sit there and suck due to the SR 30, electricity immunity, 10 cold resist. Though Fire orbs and Alchemist fire specialist will clean its clock.

Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Exhausted
An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
 
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How many players are we talking here? I put a roper up against six 8th level PCs in a Ptolus adventure three times now. They had to go down a shaft on a steam elevator. The steam hid the roper till they got to the bottom. None of the groups I've put through this has ever brought the whole group down. Yet so far, despite many paralyzations of PCs, nobody has died. I think it helps that a) there were six and b) they were all fresh with plenty of spells.

I would suggest that for toning down the encounter that your party meets an old roper whose strand venom has seriously degraded in potency. Just reduce the Str damage to 1d3 or 1d4.
 

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