Monster Specification

Ropers

Roper

Typical Monster Level ("ML"): 4 to11

Typical Number Encountered: d6

Usual Alignment(s): E/C, E/N, N/C

Description: appear to be a rock pillar, stalagmite or stalactite, until they open their eyes and lash out with tendrils which they suddenly sprout from their bodies

Habitat: caves in the Dungeons, Wilderness or Undersea, Depths of the Earth, Chaos, Madness, Nightmare

Language: none, , but may sing eerie songs when alone in caves or gibber, cackle and shriek madly when attacking

Chars: Co 3d6, Wp 4d8

Movement:

Crawl @ up to 10ft/sec on rock, including walls and ceilings and underwater

Can Dreamwalk into (or out of) Nightmare and Madness.

Fighter Abilities:

ML/3, FRU AMR    D = 25 + (5ML) %    RD = 5 + (5ML) %    5 + (5ML) HP

Attack Modes:

Up to ML * Tendrils with Reach 0 to 6 @ A = 10ML%, DAM = d12 +5(DAM done)% chance of grabbing Target (when will pull them towards mouth in next sec.) +5(DAM done)% chance of restraining Target (so can’t Fight or make Actions for Spells)

Bite with Reach 0 to 1 @ A = 10ML%, DAM = 2d12: if does >= 100% of Target’s HP, Target is swallowed whole (and Roper expands to consume them, like a snake) and takes ML/4 (FRD) Acid Damage / MR

HitLoc Table:

HitLoc Area

All Aspects

Tendrils (ML)

-60 to 0

Body 1 to 20ML

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Tendrils

2 1 1 1 1 1 1 1 1 2
Body (Front) 3 3 2 2 0 0 2 2 3 3

Body (Side)

3 3 2 2 0 2 2 3 3 3

Body (Rear)

3 3 2 2 2 2 2 2 3 3

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Tendrils (*ML) 20% Co check vs Tentacle Crippled, does not Bleed
  40% Tentacle Crippled, Co check vs Tentacle Severed, does not Bleed
  60% Tentacle Severed, does not Bleed
Body 80% Co check vs Inapacitated, Bleed 5%/min, will pretend to be a rock and fade into Dreams
  160% Death

Bleeds green slime (not the Organism).  Bleeding will kill when take 100% General Damage.

May retract Crippled Tentacles and sprout new Tendrils to replace retracted or Severed ones @ 1 Tendril / MR (each such action takes one sec and does not use an AMR) .

Thievish Abilities:

M on Th Activities:

Defensive ThL = ML

Other Abilities / Powers / Notes:

  1. Ropers are Creatures of Nightmare and Madness.  Seeing them, hearing them sing or shriek or establishing a Charm Link to them Causes Madness @ BTS 10ML% (Wp) in the Domain of Despair.
  2. They lurk in dark caves, camouflaged as rock pillars, stalagmites or stalactites, patiently awaiting their prey.  When a target is within Reach of their Tendrils, they will sprout them and attack.
  3. Ropers are averse to bright Light.  They can continue to fight at LI+2 or above, but will retreat at LI+4 or above.  Flash Pellets will deter but not stop them.  They may Dreamwalk into Domains of Darkness (LI-4 or lower) to escape bright Light, taking any restrained victims with them.
  4. They have Water Breathing and are Fire Vulnerable, but are Immune to Poison and Acid.
  5. Some Temples of KASHAT use Ropers as Temple Guardians, which appear to be columns either side of the entrance to the Temple.

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