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Roper

Roper

Monstrosity

AC
HP

20

93

Alignment
Challenge

NE

5

STR

18 (+4)

DEX

8 (-1)

CON

17 (+3)

INT

7 (-2)

WIS

16 (+3)

CHA

6 (-2)

Source

Monster Manual (SRD)

Name

Roper

Race

Monstrosity

Alignment

Neutral evil

Armor Class

20 (natural armor)

Size

Large

Hit Points

93 (11d10 + 33)

Challenge

5 (1800 XP)

Speed

10 ft., climb 10 ft.

Senses

darkvision 60 ft., passive Perception 16

Languages

Roper

Saving Throws

None

Skills

Perception +6, Stealth +5

Damage Immunities

None

Condition Immunities

None

Damage Resistances

None

Damage Vulnerabilities

None

Abilities

False Appearance .
While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils .
The roper can have up to six tendrils at a time.
Each tendril can be attacked
(AC 20; 10 hit points; immunity to poison and psychic damage).
Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn.
A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb .
The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack .
The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite .
Melee Weapon Attack : +7 to hit, reach 5 ft., one target.
Hit : 22
(4d8 + 4) piercing damage.
Tendril .
Melee Weapon Attack : +7 to hit, reach 50 ft., one creature.
Hit : The target is grappled
(escape DC 15).
Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel .
The roper pulls each creature grappled by it up to 25 feet straight toward it.

Legendary Actions

None

Reactions

None

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