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Roper

Creature 10 (uncommon) — aberration

Pre-Remaster content. May include legacy alignment.

SnareAnvilLANDVERTICALaberration

To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage. Ropers do not form large societies (although they can often be found living alongside other deep-dwelling denizens), but they often congregate in small clusters and sometimes hunt in groups. Particularly interested in the philosophy of life and death and the flner points of the mo

Source: pathfinder-bestiary (Pre-Remaster)

Perception +21; darkvision
Languages aklo, sakvroth
Skills athletics +22, nature +17 (+21 about caves), religion +19, stealth +17 (+25 in stony or icy areas)
Str
+6
Dex
+1
Con
+6
Int
+1
Wis
+3
Cha
+1
AC 29 Fort +20 Ref +15 Will +21 +2 status to all saves vs. magic
HP 215
Resistances electricity 10
Weaknesses fire 10
Speed 10 feet, climb 10 feet

Offense

Melee Jaws (unarmed) +21, Damage 2d12+12 piercing
Melee Strand (reach-50) +23, Damage 1d4 bludgeoning plus Sticky Strand

Abilities

+2 Status to All Saves vs. Magic
Reactive Lash
Extend Strands — The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a -4 circumstance penalty to Stealth checks, and while they're retracted, it can't use its strand Strikes.
Flurry of Strands — The roper makes a strand Strike with each of its strands (except those that are Immobilizing creatures). Each attack must be against a different target. These attacks count toward the roper's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks.
Pull the Strands — The roper pulls every creature Grabbed by its strands toward itself. The roper rolls a single Athletics check and compares the result to each Immobilized creature's Fortitude DC. The roper pulls each creature it succeeds against up to 25 feet closer and each creature it critically succeeds against up to 50 feet closer.
Sticky Strand — Any creature hit by a roper's strand is Enfeebled 1 and Grabbed. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of enfeebled 4). This enfeebled value decreases by 1 every 8 hours. The roper can move while it has a creature grabbed with a strand, but it automatically releases the creature if it moves beyond the strand's reach. The roper can release an grabbed creature as a free action. A creature can sever a strand with a target attack that hits AC 27 and deals at least 18 slashing damage. This doesn't deal any damage to the roper itself, though it can no longer attack with a severed strand.

WORKS WELL WITH

CrasherLAND / VERTICALA Crasher can shove or knock enemies into the roper's strand reach, setting up grabs without the roper spending actions on positioning.
WeaverLAND / VERTICALA Weaver can reposition creatures across the battlefield to maximize the number of strand-immobilized targets the roper controls.
FlankerLAND / VERTICALA Flanker capitalizes on the off-guard condition from the roper's immobilized targets to land precision damage and critical hits.

PUNISHES

✖ clumping✖ ranged reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary.

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