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Habitat: Underdark; Treasure: Any

Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers’ toothy maws. If these tentacles are severed, ropers rapidly grow replacements.

Ropers can move, albeit slowly. Crawling on the sticky cilia that cover their undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.

Roper Hazards
1d8 
The Roper Drags Prey Through ...
1
Areas that trigger traps.
2
Caverns filled with smoke or gas.
3
Dead magic* or wild magic* zones.
4
The lair of a creature it is trying to bait out.
5
A nest of rats, insects, or other vermin.
6
Patches of brown mold* or green slime*.
7
Pools of magma or boiling water.
8
Razorvine* or similar dangerous plants.

*See the Dungeon Master’s Guide.

Traits

Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage.

Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends.
The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper’s next turn.

Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it.

Rule 9: Never trust a stalagmite.
—X the Mystic’s Rules of Dungeon Survival

Roper

Large Aberration, Neutral Evil
  • Armor Class 20
  • Hit Points 93 (11d10 + 33)
  • Speed 10 ft., Climb 20 ft.
  • Initiative +5 (15)
STR
18 (4)
DEX
8 (-1)
CON
17 (3)
INT
7 (-2)
WIS
16 (3)
CHA
6 (-2)
  • Saving Throws Str +4, Dex -1, Con +3, Int -2, Wis +3, Cha -2
  • Skills Perception +6, Stealth +5
  • Senses Darkvision 60 ft, passive Perception 16
  • Languages None
  • Challenge 5 (1800 XP)
  • Habitat Underdark
  • Treasure Any
  • Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions


  • Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d8 + 4) Piercing damage.
  • Tentacle. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn.
  • Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it.
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