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Suggestions for a templated roper
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<blockquote data-quote="Celebrim" data-source="post: 3525629" data-attributes="member: 4937"><p><strong>My first suggestion...</strong></p><p></p><p><span style="font-size: 15px"><strong>Advanced Half-Earth Elemental Corrupted Roper</strong></span></p><p><strong>Large Outsider (Earth) </strong> </p><p><strong>Hit Dice:</strong> 14d10+126 (203 hp) </p><p><strong>Initiative:</strong> +3 </p><p><strong>Speed:</strong> 10 ft. (2 squares) </p><p><strong>Armor Class:</strong> 29 (-1 size, -1 Dex, +21 natural), touch 8, flat-footed 29 </p><p><strong>Base Attack/Grapple:</strong> +14/+26 </p><p><strong>Attack:</strong> Strand +13 ranged touch (drag) or bite +21 melee (2d6+6) </p><p><strong>Full Attack:</strong> 6 strands +13 ranged touch (drag), bite +21 melee (2d6+8), 2 claws +16 melee (1d6+4)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft. (50 ft. with strand) </p><p><strong>Special Attacks:</strong> Contamination, drag, strands, spell-like abilities, weakness </p><p><strong>Special Qualities:</strong> Darkvision 60 ft., fast healing 5, immunity to disease, electricity and poison, low-light vision, resistance to acid 10 and cold 10, spell resistance 30, vulnerability to fire </p><p><strong>Saves:</strong> Fort +18, Ref +8, Will +7 </p><p><strong>Abilities: </strong> Str 27, Dex 9, Con 29, Int 10, Wis 12, Cha 10 </p><p><strong>Skills:</strong> Climb +15, Hide +9*, Listen +10, Spot +10 </p><p><strong>Feats:</strong> Ability Focus (Weakness), Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) </p><p><strong>Challenge Rating:</strong> 18</p><p></p><p><span style="font-size: 15px">Combat</span></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><strong>Contamination (Ex):</strong> A creature that takes damage from a corrupted creature’s bite attack become infected unless they make a DC 26 Fort save. Those that fail suffer from slimy doom and natural and magical healing does not work on the victim until the disease is removed.</p><p><strong>Drag (Ex): </strong> 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 29 Escape Artist check or a DC 25 Strength check. The check DC’s 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><strong>Spell-Like Abilities (Sp):</strong> Once/day: magic stone, soften earth, stone shape, spike stone, wall of stone, stoneskin, and earthquake. Caster level 14th. The save DC’s are charisma based.</p><p><strong>Strands (Ex):</strong> 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><strong>Weakness (Ex):</strong> A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 28 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based. </p><p><strong>Skills:</strong> *Ropers have a +8 racial bonus on Hide checks in stony or icy areas</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3525629, member: 4937"] [b]My first suggestion...[/b] [SIZE=4][B]Advanced Half-Earth Elemental Corrupted Roper[/B][/SIZE] [B]Large Outsider (Earth) [/B] [B]Hit Dice:[/B] 14d10+126 (203 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 10 ft. (2 squares) [B]Armor Class:[/B] 29 (-1 size, -1 Dex, +21 natural), touch 8, flat-footed 29 [B]Base Attack/Grapple:[/B] +14/+26 [B]Attack:[/B] Strand +13 ranged touch (drag) or bite +21 melee (2d6+6) [B]Full Attack:[/B] 6 strands +13 ranged touch (drag), bite +21 melee (2d6+8), 2 claws +16 melee (1d6+4) [B]Space/Reach:[/B] 10 ft./10 ft. (50 ft. with strand) [B]Special Attacks:[/B] Contamination, drag, strands, spell-like abilities, weakness [B]Special Qualities:[/B] Darkvision 60 ft., fast healing 5, immunity to disease, electricity and poison, low-light vision, resistance to acid 10 and cold 10, spell resistance 30, vulnerability to fire [B]Saves:[/B] Fort +18, Ref +8, Will +7 [B]Abilities: [/B] Str 27, Dex 9, Con 29, Int 10, Wis 12, Cha 10 [B]Skills:[/B] Climb +15, Hide +9*, Listen +10, Spot +10 [B]Feats:[/B] Ability Focus (Weakness), Alertness, Improved Initiative, Iron Will, Weapon Focus (strand) [B]Challenge Rating:[/B] 18 [SIZE=4]Combat[/SIZE] 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. [B]Contamination (Ex):[/B] A creature that takes damage from a corrupted creature’s bite attack become infected unless they make a DC 26 Fort save. Those that fail suffer from slimy doom and natural and magical healing does not work on the victim until the disease is removed. [B]Drag (Ex): [/B] 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 29 Escape Artist check or a DC 25 Strength check. The check DC’s 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. [B]Spell-Like Abilities (Sp):[/B] Once/day: magic stone, soften earth, stone shape, spike stone, wall of stone, stoneskin, and earthquake. Caster level 14th. The save DC’s are charisma based. [B]Strands (Ex):[/B] 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. [B]Weakness (Ex):[/B] A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 28 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based. [B]Skills:[/B] *Ropers have a +8 racial bonus on Hide checks in stony or icy areas [/QUOTE]
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