Advanced Roper CR17
Male Fiendish Roper (Major Demon Bloodline)
LE Huge Aberration (Extraplanar)
Init 6 (+2 Dex, +4 Improved Initiative); Senses darkvision 60 ft. and low-light vision; Listen +24, Spot +24
Languages Undercommon, Terran, Giant, Aquan
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AC 26, touch 10, flat-footed 24
hp 215 (16HD); DR 10/magic
Immune to Electricity Resist Cold 10 and fire 10
SR 30
Fort +20 Ref +14 Will +10
Weakness Fire
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Speed 10 ft. (2 squares)
Melee 6 strands +17 ranged touch (drag and weakness) and bite +26 (3d6+18)
Space 15 ft.; Reach 15 ft.
Base Atk +16; Grp +36
Special Atk drag, strands, weakness and smite evil
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Abilities Str 35, Dex 14, Con 26, Int 15, Wis 17, Cha 15
SQ darkvision 60 ft. and low-light vision, immunity to electricity, resistance cold 10 and fire 10, damage reduction 10/magic, spell resistance 30, vulnerability to fire and camouflage
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Strands)
Skills Climb +31 (+19 ranks, +12 str), Hide +13 (+19 ranks, +2 dex, -8 size), Listen +24 (+19 ranks, +3 wis, +2 alertness), Spot +24 (+19 ranks, +3 wis, +2 alertness).
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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 34 Escape Artist check or a DC 30 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 26 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Smite Good (Su): Once per day, Roper can make a normal melee attack to deal 16 extra damage against a good foe.
Camouflage (Ex): Ropers have a +8 racial bonus on Hide checks in stony or icy areas.
-DM Jeff